<strong>[ -> Editorial]</strong>
<A href="http://www.rpgcodex.com">RPG Codex</a> has posted an <A href="http://www.rpgcodex.com/content.php?id=16">editorial</a> written by <b>Tim Cain</b>, the <i>Supreme Fallout Commander</i>, on the subject of CRPG design as told in a Christmasy anecdote. Here's a taste:
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<br><blockquote>Finally, there is always the person who brings the strangest gift to the party and afterwards claims to have had a dozen good ideas but couldn?t find any of them at the mall. For a CRPG, this experience reminds me of the old adage that ideas are a dime a dozen. It's easy to have an idea. It's harder to implement it, and even harder to take criticism to improve it, especially when there is a temptation to "ship the game already. It's done and bug-free". This may be true, but if the game is not fun, then it?s not done.</blockquote>
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<br>Go, <b>Tim</b>!
RPG Codex editorial by Tim Cain
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We do the same thing at my grandma's house. THIS LITTLE FUN FACT IS INTERESTING.First Tiger Tim wrote:we draw lots to see what order we get to pick our gifts. It seems straight forward enough, but there's a catch. Instead of picking a gift from under the tree on your turn, you can choose to steal a gift from someone who has already unwrapped one. The victim then gets a choice to take another gift from under the tree or to steal a gift from someone who hasn't been robbed yet that turn. So, a particular turn isn't over until someone takes an unwrapped gift from the tree, either because they don't see a gift they want to steal or because every gift has been stolen once already. The whole event can be crazy and a little tumultuous, but everyone has a fun time.
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