Reply to Re: DMOD Design considerations
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3. A DMOD should have an intellectual challenge. Having to figure out the next move should be part of the experience. Just going about killing foes is boreing.
I'm not 100% about this. If the action is good enough, it won't get boring. Use I, Kara Gu as a textbook case. The combat in that is probably the most exciting ever seen in a d-mod, and the game thrives on it. I never got bored of it.
Then again, I, Kara Gu isn't your typical d-mod. I'd agree that d-mods with more traditional gameplay should stick to that rule.
I'm not 100% about this. If the action is good enough, it won't get boring. Use I, Kara Gu as a textbook case. The combat in that is probably the most exciting ever seen in a d-mod, and the game thrives on it. I never got bored of it.
Then again, I, Kara Gu isn't your typical d-mod. I'd agree that d-mods with more traditional gameplay should stick to that rule.