Sunday, October 28, 2012

Safe but Interesting?

I was reading people talking about 'what makes a dungeon interesting' today.

And it struck me as incredibly pompous. Like a rich man picking over incredibly expensive food - bored with the lot, had it all before, looking for something interesting amongst it all.

I'm tempted to preach the virtues of characters who can die, instead of the usual 'Oh, I want to develop my special character!'.

Things taste better - they taste more interesting, when you may not taste them for much longer.

But then again that's the thing - alot of people think their character is the only interesting thing in the world and they focus on that, before a world even exists.

How can anything else in the game world compare?

Anyway, there's kind of two layers of interesting - one is where you are desperate for something, or something you are desperate for hinges upon something.

The other is where you're like a couch potato, channel surfing, wanting entertainment.

In the latter case, it's the position that undermines the interest, basically. Like playing poker for nothing, rather than for some money.

Safety undermines.

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