Hypothetically speaking if I were giving a talk about videogame speed runs (which I'm not) what topics do you think I should cover
How do you design a game to be speedrun? *Should* you? Why? What should you expect if you do?
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"Hi. I've got no idea who any of you people are. Now here's what I think you should do differently"
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Human speed runs : tool-assisted speed runs :: 100m sprint : land speed record
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@qntm designing your game to be speedrun would be a menu option at the start that says "press this to win". Just imagine the arguments -
@ceequof This segues into a really neat discussion about "categories" and the self-organising properties of specific games' communities - 1 more reply
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@ben0x539 This is sage advice and I'm noting it down as a bullet point right now, not even kidding
End of conversation
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