Either you act immediately or you get dragged under by the rising tide, so you can’t wait for great hands and sometimes you have to go with marginal stuff. It’s dramatic and fun!
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Also, it adds a great deal of skill. The best players react correctly to the changing stack size vs blinds conditions. Bad players either act too desperately or not desperately enough.
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In Super Smash Brothers, the goal is to hit someone so hard that they fly all the way off the stage in any direction, like 2d sumo wrestling. Up, down, left, or right can all result in a ring out.
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Your damage counter starts at 0%, and when you take damage that goes up.
It can never go down. When an opponent hits you, the amount of distance and speed you are thrown with depends on that damage counter.
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At 0%, you don’t go anywhere. At 50%, you go a ways. At 100%, you can realistically be thrown out of the level. At 300%, the tiniest touch will launch you like a bullet so hard you will absolutely die.
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When you die, you come back at 0% if you have more lives left, but there is a great deal of drama in high level play when both players have 200+% damage.
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Normally you need a special kind of smash attack to ring out someone, but at 300% any jab will do, so the tactics get really weird in those spots.
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In both cases, the game system naturally drives toward more explosiveness, which leads to highly dramatic but also highly random and occasionally unsatisfying endings. This is still probably better than an arbitrary end time or endgame condition though!
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And I don’t have a soundcloud but check out Wild Beyond, we just put it out in the iTunes Store and I worked on it and it’s neat
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I don’t know what I would bring to the table that is unique. Lots of people have done that before. I could probably do a good book about metagame balance design specifically that would have a reason to exist though, most people suck at that
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