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Players don’t want a video game, they want a simulation of a video game. The size gives the advantage that you can see much more terrain, so the action is much more interesting. I’m starting to work with a writer on a sequel to Moons of Darsalon and I’m already fearing the fights we’re going to have haha!”
I would never have bet on a ultra-detailed dwarf simulator using ASCII art. Consider the case of Fortnite, which started as a game about building forts while fighting off waves of zombies. Here’s the rest of the quote from screenwriter William Goldman – Not one person knows for a certainty what’s going to work.
Being able to backtrack is generally going to be more realistic in the RPG sense--of course your character should be able to go back and pick up that item they left behind, or fight that enemy that scared you away before. Not universally so, to be sure, but grind tends to be more of a roguelite thing. Architecture.
A homophobic English farmboy is forced to work with a hunky Romanian farmhand, and so inevitable muddy fight sex and simmering romance ensues. Longtime readers may remember my white working class British masculinity simulator Hard Lads , so I'm certainly not unsympathetic to this premise. see: "CRT Simulation in Super Win the Game" ).
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