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GeneralRe: Game design question Pin
Slacker0079-Mar-16 7:03
professionalSlacker0079-Mar-16 7:03 
GeneralRe: Game design question Pin
Eddy Vluggen9-Mar-16 7:24
professionalEddy Vluggen9-Mar-16 7:24 
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GuyThiebaut9-Mar-16 4:49
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Mark_Wallace9-Mar-16 10:38
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Al_Brown9-Mar-16 21:17
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R. Erasmus9-Mar-16 21:40
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David H Walker10-Mar-16 6:19
professionalDavid H Walker10-Mar-16 6:19 
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rvIceB10-Mar-16 7:36
rvIceB10-Mar-16 7:36 
I'm intrigued by the concept of being able to make trade-offs for better statistics, but it does mean there's probably a point where all of your statistics can only get so high in relation to each other.

I've made projects that revolve around the 'high score' mechanic, and it bugs me when ultimately you can only physically get a certain high score as a limitation of the gameplay itself.

You can translate your individual metrics into a universally identifiable one; Say all of your combined metrics boil down to an overall score for the session, and still keep track of the individual metrics for the fun of it.

This kind of serves both parties; those that just want to get a high score overall (best aggregated points for the match), and those than want a high score in X way (least turns, most 'kills', best time, etc).

You can keep scoreboards on the individual metrics too to incentivise players to focus on improving them.
GeneralSome Good News... PinPopular
glennPattonWork39-Mar-16 2:45
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chriselst9-Mar-16 2:53
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Nagy Vilmos9-Mar-16 3:01
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GeneralNo Access Pin
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