How To Mod - Version 2.0

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Rainbow Brite
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Post Post #41 (isolation #0) » Tue Apr 10, 2007 2:53 am

Post by Rainbow Brite »

my prod philosophy has always been: prod when requested, and if there's no response in 48 hours, replace. a response can be by pm (either "i'm deliberately not posting right now" or "i need more time to come up with something, give me a few days and i'll post") or in-thread. don't replace for poor response quality, just for a total lack of response.
hey, a sig!
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Post Post #48 (isolation #1) » Tue Apr 10, 2007 4:41 am

Post by Rainbow Brite »

it also depends what type of game you're designing. a standard role game you can look at and say "yep, that's fine" almost instantly, but if you're designing a mafia mutation or a game with lots of intricate, unique, original roles with complex interactions, then that's slightly different. that takes perspective to balance, to consider degenerate redux possibilities, and also to consider what roles actually add to the game as opposed to weigh it down. the more ambitious a game, the more time it needs.

"normals" don't require as much consideration as "theme" games, to put it simply.
hey, a sig!

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