ttrotsky
Speaking for myself, it's not that I haven't tried the HQ2 way of doing
things. It's just that I didn't enjoy it. I don't think that's "opting out
from the beginning" in the way that you mean it.
ttrotsky
> can you objectively surmise as to why it was removed?
I'd imagine it was felt to compromise the integrity of the product in some
way. Which I can sort of understand, given HQ2's stated aims as a game
(which are quite clearly stated in the intro).
ttrotsky
One man's "trad baggage" is another man's "personal experience", I'd wager
:)
- all I can say is that some of the methods and habits I picked up running
games from RQ through HW to HQ have really stood in my way when I try to
adopt the new ideas. I had probably projected those experiences onto you, in
reaction to what I read on this thread.
ttrotsky
I usually just write down the numbers (attached the Spoon-Playing ability,
or whatever it might be), but the idea seems much the same.
- so you think that getting target numbers for resistance from base
resistance and adjusting difficulty according to story logic/flow is harder
than that?
ttrotsky
> - this is a matter of opinion. To paraphrase Robin - "HQ2 is narrative, go
play MRQ if you want gritty"
There's two problems with that statement, though. Firstly, "gritty" is not the only alternative to the style of HQ2 - I certainly wouldn't call my games gritty. Secondly, it doesn't work too well for those of us who don't like MRQ, either. (Maybe because it's too gritty, who knows?)
ttrotsky
> - I'm told you have to rewrite it in sim terms to be able to play it sim.
I'd agree that this is so.
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