Diplomacy
Often, a player would like the hinder the progress of another player. Or, two or more players would like . . . to accomplish a common goal. In order for diplomacy to emerge, the game must permit this PlayerInteraction. . . . & I Must Design"] sums up it's argument for diplomacy with this statement: "How can players help . . . can they trade?" '''Examples''' *["Calhammer's Diplomacy"] (of course) includes the 'assist' order, . . .
2K - last updated 2009-06-01 02:20 UTC by 192.168.1.1
InformationAsCommodity
A more compelling experience can be created by hiding some of the game information and allowing players . . . lead to PlayerInteraction and the formation of ["Diplomacy"]. ---- CategoryGoodIdea . . .
1K - last updated 2009-06-01 02:21 UTC by 192.168.1.1
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