@Battybuddy ...and that they weren't designed and put into the games with the expectation that players would play with them.
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Replying to @carolynmichelle
@carolynmichelle Actively it's put in so that people can play THE GAME! THE GAME is what people are playing with.1 reply 0 retweets 0 likes -
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Replying to @carolynmichelle
@carolynmichelle Actively doing bad in the game is not playing the game, though. It's being bad at the game2 replies 0 retweets 0 likes -
Replying to @Battybuddy
@Battybuddy Oh come on. Again, it's not always about being good at a game. People experiment with situations and systems in games FOR FUN.1 reply 0 retweets 0 likes -
Replying to @carolynmichelle
@carolynmichelle People exparement, but the fun of the game is following the rules of said game. That's what makes it a "GAME"2 replies 0 retweets 0 likes -
Replying to @Battybuddy
@Battybuddy ...seeing all the different ways you can complete a mission, seeing what happens if you kill this person or that person, etc etc1 reply 0 retweets 0 likes -
Replying to @carolynmichelle
@carolynmichelle So what would you call "Discoraging"? cause penalizing is discoraging.1 reply 0 retweets 0 likes -
Replying to @Battybuddy
@Battybuddy Fail states are real, discouraging penalties. Increased wanted levels (which can be fun to play with/evade), etc., are not.1 reply 0 retweets 0 likes -
Replying to @carolynmichelle
@carolynmichelle So you're saying that all people hurt in a game should result in a game over... Seems a bit extreme.2 replies 0 retweets 0 likes
@Battybuddy You are ENCOURAGED by the very existence of these systems in games to play with them, to test them, to have fun with them.
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