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	<title>Vertigames &#187; Classic Games</title>
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	<description>The Power of Game Design</description>
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		<title>EQ the Return Part 3: Legitimizing your &#8220;Mistakes&#8221;</title>
		<link>http://www.patricklipo.com/2008/03/20/legitimizing-your-mistakes/</link>
		<comments>http://www.patricklipo.com/2008/03/20/legitimizing-your-mistakes/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 15:10:55 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Emergence]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[MMO]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2008/03/20/legitimizing-your-mistakes/</guid>
		<description><![CDATA[After an exploratory return to the game, we mulled last time over how &#8220;abhorrent behaviors&#8221; in Everquest became acceptable, reasonable tactics for players.  As silly as they were in the game, the players were still having fun, perhaps only at the cost of detracting from the immersion in game&#8217;s fiction.  Of course Everquest&#8217;s world seemed [...]]]></description>
			<content:encoded><![CDATA[<p>After an <a href="http://www.patricklipo.com/2008/03/13/kickin-it-old-school/">exploratory return</a> to the game, we mulled <a href="http://www.patricklipo.com/2008/03/17/over-correction/">last time</a> over how &#8220;abhorrent behaviors&#8221; in Everquest became acceptable, reasonable <strong>tactics</strong> for players.  As silly as they were in the game, the players were still having fun, perhaps only at the cost of detracting from the immersion in game&#8217;s fiction.  Of course Everquest&#8217;s world seemed to be pretty much a lump of 20 years of the creators&#8217; favorite Dungeons and Dragons campaigns (Racial languages? Foraging skills?) so there wasn&#8217;t a whole lot of immersion to break. </p>
<p><img align="left" src="http://www.patricklipo.com/wp-content/uploads/2008/03/spawncamp.jpg" alt="Spawn camping" style="padding: 10px" /><strong>Of course that was okay!</strong>  They were forging new territory&#8230;  While Ultima Online was the first large-scale success in the online space, with Everquest it got even more widely-accepted&#8230;  and new gamers were still enamored with this persistent multiplayer combat-and-socialization model and discovering what they enjoyed doing.  If people found, say, staking their virtual claim on a small collection of huts, systematically killing every orc that appeared there to be effective (that is, <strong><a href="http://en.wikipedia.org/wiki/Camping_%28computer_gaming%29">spawn camping</a></strong>) perhaps there&#8217;s something to it.  These gamers didn&#8217;t want to wander around and trust that a patrolling creature might not jump them at the wrong time, but rather find an area of a reasonably predictable challenge and socialize while they waited.</p>
<p>Subsequent games tried to change that habit.  <strong>Dark Age of Camelot </strong>gave players an extra XP incentive to kill creatures that hadn&#8217;t been killed in a while, encouraging them to move between spawns rather than stick to a single one.  <strong>Star Wars Galaxies </strong>had the interesting take of creating monster &#8220;hives&#8221; that continuously spawned its supply of mobs until it culminated with a boss fight, after which the hive was destroyed.  A shame that the world wasn&#8217;t an interesting place to venture out in otherwise. :-/</p>
<p>But in both those cases they tried to change the core behavior of those gamers, which was to seek out a location of stability where they could grind in peace.  In most cases MMO&#8217;s since Everquest has tried to create alternatives, but I&#8217;m not aware of any (with the possible exception of Galaxies above) that tried to create new gameplay around it.</p>
<p><embed src="http://video.google.com/googleplayer.swf?docId=-982380251124231965&amp;hl=en" style="width: 400px; height: 326px" id="VideoPlayback" align="right" ></embed>I actually find that surprising because in many cases game developers are pretty good about taking an odd bit of unexpected gameplay and turning it into an asset.  Take the practice of <a href="http://en.wikipedia.org/wiki/Kiting_(MMORPG_term)"><strong>kiting</strong></a>, for instance, where a player uses a combination of damage and incapacitating powers to keep a powerful creature at a distance while they slowly whittle them down to their eventual death.  In Everquest, this was seen as an abhorration that allowed players to kill things that were genuinely higher than their appropriate level.  A series of <a href="http://en.wikipedia.org/wiki/Nerf_%28computer_gaming%29">nerfs </a>ensued to try to rectify the situation, but the tactic (there&#8217;s that word again) entered the basic toolkit of the everyday MMO player. </p>
<p>These days, kiting is less often frowned upon and considered more of a valid tactic in games like LOTRO and City of Heroes, although <a showthread.php?t="101518" href="http://forums.lotro.com/showthread.php?t=101518">maligned by some</a>.  It still bears the mark of being player-driven, however&#8230;  there are occasions where players accomplish feats that the designers never even dreamed of, like these WOW players that awesomely kited a devastating boss into the main human city of Stormwind.  My hat&#8217;s off to you, lads. </p>
<p>Anyway, games are full of unexpected surprises that delight gamers and even their creators.  When id Software added knockback damage to rockets to Doom and Quake, they didn&#8217;t initially do so with the intent of creating the technique of <a showthread.php?t="101518" href="http://forums.lotro.com/showthread.php?t=101518">rocket jumping</a> (that is, to fire your own rocket at the ground to blast you high into the air).  This only became apparently through play.  However, once it happened, they didn&#8217;t shut it down.  In subsequent games like Quake III they made it easier, and better balanced the risk-reward of liftoff versus damage taken.  These days, Team Fortress 2 has turned these antics into practically a twisted, explosive ballet.</p>
<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/fjNgWzXp430&#038;hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/fjNgWzXp430&#038;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object><br />
Consider also the &#8220;errors&#8221; that gave us attack canceling in Street Fighter II (brilliantly explained <a href="http://www.gamasutra.com/php-bin/news_index.php?story=17215">in this article</a> by God of War&#8217;s <a href="http://pushing-buttons.blogspot.com/">Eric Williams</a>) that led to the lengthy combos that are integral to tourament play over 15 years after the game&#8217;s creation.  The ridiculous <a href="http://www.youtube.com/watch?v=gSt_-CS2Kcg">pistol juggling</a> seen in Devil May Cry, where a &#8220;bug&#8221; caused a damaged creature to stop falling, was embraced by its creator and set itself as the hallmark move of the game.  The entire game of Deus Ex relied on <a href="http://en.wikipedia.org/wiki/Emergent_gameplay">emergent gameplay</a> (whose <em>very definition </em>implies unforseen uses of gameplay elements) to deliver the player an experience made unique by their solutions to problems placed before them.</p>
<p>Without these &#8220;accidents&#8221;, gaming might be a lot less interesting these days.</p>
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		<title>EQ the Return Part 2: Over-Correction?</title>
		<link>http://www.patricklipo.com/2008/03/17/over-correction/</link>
		<comments>http://www.patricklipo.com/2008/03/17/over-correction/#comments</comments>
		<pubDate>Tue, 18 Mar 2008 05:42:37 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[MMO]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2008/03/17/over-correction/</guid>
		<description><![CDATA[As I mentioned last time, I&#8217;ve been delving back into the first Everquest after a hiatus of six years.  So far I&#8217;m at Level 12 and reliving some good times in Befallen.  As I said, there&#8217;s something fun and intense about the experience that I haven&#8217;t felt in the long line of succeeding MMO&#8217;s. Certainly [...]]]></description>
			<content:encoded><![CDATA[<p>As I mentioned <a href="http://www.patricklipo.com/2008/03/13/kickin-it-old-school/">last time</a>, I&#8217;ve been delving back into the first <a href="http://www.everquest.com">Everquest</a> after a hiatus of six years.  So far I&#8217;m at Level 12 and reliving some good times in <a href="http://everquest.allakhazam.com/db/zone.html?zstrat=23">Befallen</a>.  As I said, there&#8217;s something fun and intense about the experience that I haven&#8217;t felt in the long line of succeeding MMO&#8217;s.</p>
<p>Certainly one element about it is the sense of <em>danger</em> that exists.  From <a href="http://tobolds.blogspot.com/2006/05/changes-part-1-death-penalty.html">corpse runs </a>to <a href="http://mmoplayer.wikidot.com/everquest">trains </a>there certainly are a lot of things that keep players on their toes.  Combats were risky&#8230;  a few bad misses or fizzled spells and that blue mob suddenly had the upper hand and you were fighting for your life.  Players are flush with stories of how they overcame adversity, or had victory snatched from their hands at the last minute.</p>
<p>So it&#8217;s interesting to consider for a moment the fact that all the &#8220;problems&#8221; that each successor, from Camelot to WOW, have tried to <strong>fix </strong>were indeed features that made EQ fairly dynamic and more importantly <em>unique</em>.</p>
<p>Consider <strong>zone camping.</strong>  Due to technology limitations that were less stringent in WOW and DAOC, Everquest was broken into zones or sub-levels that created hard boundaries that initiated a level load for the player&#8230;  and of course monsters could not cross.  As such, a common practice was for players to use the zone edge as a safe zone (even if they were deep in a hostile area) because they could exit the level at the first sign of trouble.</p>
<p>This tactic came hand-in-hand with the risks of <strong>monster trains</strong>, which resulted from the fact that Everquest monsters were vindictive and followed you almost forever once you damaged them.  What&#8217;s more, if they happened to pass by another idle monster, that creature would likely join in on the chase.  This resulted in dungeons sometimes being the scene of ridiculous parades of hostile creatures, all chasing a single player balls-out (see inset).  Once a train started, a party had almost no choice but to evacuate to the zone, which of course led all those mobs to the happy zone campers sitting to gain back their health&#8230; you can imagine the carnage that erupted.</p>
<p><object width="425" height="355"><param name="movie" value="http://www.youtube.com/v/eluBQhD55S8&#038;hl=en"></param><param name="wmode" value="transparent"></param><embed src="http://www.youtube.com/v/eluBQhD55S8&#038;hl=en" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355"></embed></object></p>
<p>Zone boundaries (and hence zone camping) were eliminated through the introduction of continuously-streaming levels in games like WOW.  The removal of barriers like this made it also necessary for the monsters to give up any chase for a short distance, more or less stamping out trains&#8230;  This is not only because it would be ridiculous for a snow creature to be led all the way to a desert town, but because streaming levels have very stringent rules about the graphic and sound assets loaded for each area, and hence a wolf needs to stay within its expected habitat.  (This is the biggest challenge for us when dealing with open world mechanics of <strong>This is Vegas</strong>.)</p>
<p>While gamers generally shouted &#8220;Hooray!&#8221; at the demise of these odd mechanics, ironically these were the same players that were <strong>carefully planning </strong>around zones and trains&#8230;  In the Everquest community, it quickly evolved from capitalizing on quirks of the systems to legitimate <strong>tactics.</strong>  And these tactics were just as interesting as the &#8220;mez/root/tank/heal&#8221; manuevers that had developed over EQ&#8217;s combat.  They provided an additional layer of experience between &#8220;per combat&#8221; and &#8220;per session&#8221; that might be called &#8220;per expedition&#8221;.</p>
<p>So am I saying that players were having fun and just didn&#8217;t realize it?  Well, <em>sort of.</em>  I&#8217;ve held for a long time that gamers don&#8217;t always understand what makes a game fun, and that penalties, inconveniences and grinds are often a close companion to reward (as opposed to creating a &#8220;win game&#8221; button).  However, in this case, gamers were complaining more about <strong>chaos </strong>and <strong>unpredictability</strong> than against the situation itself.  They just never knew when a train might come in from some other player and ruin their evening. </p>
<p>Nothing is more frustrating than to spend an evening and not make progress (this was one of my biggest pet peeves about Everquest back in the day), and many players had successful sessions punctuated by devastatingly frustrating sessions.  No doubt, they always remembered the worst ones.  These gamers wanted a more predictable and efficient way of exchanging time for advancement, and they always seek out the easiest path to do so. </p>
<p>In EQ they found areas where they could spawn camp with the easiest XP and loot.  They located the areas with the biggest reward for the lowest risk.  And when new games came out like Camelot and WOW where these aspects were more predictable, they rejoiced and jumped ship.  They moved to experiences where each encounter was more predictable, where nothing ever went really, really wrong.  They played in games where they could maintain a basic strategy and always end up on top.</p>
<p>Ironically, what they moved towards is al almost perfect definition of a <strong>grind.</strong></p>
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		<title>Everquest the Return: Kickin&#8217; it old School</title>
		<link>http://www.patricklipo.com/2008/03/13/kickin-it-old-school/</link>
		<comments>http://www.patricklipo.com/2008/03/13/kickin-it-old-school/#comments</comments>
		<pubDate>Thu, 13 Mar 2008 13:51:15 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Everquest]]></category>
		<category><![CDATA[MMO]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2008/03/13/kickin-it-old-school/</guid>
		<description><![CDATA[My wife and I entered the wayback machine this past weekend&#8230;  After a six-year hiatus we cracked open our dusty copies of Everquest and had fun playing it for the afternoon.  Yeah, not WOW, and not the bland-by-comparison Everquest 2, but good ol&#8217; completely-cryptic-interface, 1999-graphics-by-way-of-2001 garden variety Everquest.  The Everquest that was a patchwork of [...]]]></description>
			<content:encoded><![CDATA[<p><img align="right" src="http://www.patricklipo.com/wp-content/uploads/2008/03/mr_peabody_and_sherman.jpg" alt="Wayback time" style="padding: 10px" />My wife and I entered the wayback machine this past weekend&#8230;  After a six-year hiatus we cracked open our dusty copies of <strong>Everquest</strong> and had fun playing it for the afternoon.  Yeah, not WOW, and not the bland-by-comparison <a href="http://www.everquest2.com">Everquest 2</a>, but good ol&#8217; completely-cryptic-interface, 1999-graphics-by-way-of-2001 garden variety <a href="http://www.everquest.com">Everquest</a>.  The Everquest that was a patchwork of every fantasy trapping and mechanic that the staff could think of before ship.  The Everquest that was as unforgiving and sometimes infuriating as being kicked in the gut&#8230;</p>
<p>Yep, we played <strong>that</strong> Everquest, thanks to a loan of some updated discs from <a href="http://www.gamesgoneferal.com/author/davew/">Dave Webb</a>.  After some extensive guesswork, we managed to remember our old accounts and were pleasantly surprised to see most of our characters still hanging around.  And we had 21 days of free playtime to boot (no doubt thanks to some &#8220;come back to EQ&#8221; promotion at some point).  Nice. Thanks Sony!</p>
<p>Our experience playing it was very &#8220;Everquest&#8221;.  The very first moment Sandi logged on with her beloved character Celestiel, she was <strong>struck dead</strong> by a long wandering dark elf guard.  We hadn&#8217;t left the game six years ago in a completely hot zone, but we had become complacent about the amount of risk that existed in that world. </p>
<p><img align="left" src="http://www.patricklipo.com/wp-content/uploads/2008/03/eq.jpg" alt="Everquest 1, once pretty, now showing its age" style="padding: 10px" /></p>
<p>I remember back in the <a href="http://www.loonygames.com/content/1.36/feat/">Raven </a>days spending every Monday night playing EQ with <a href="http://www.mobygames.com/developer/sheet/view/developerId,28171/">Jersey&#8221; Jim Hughes</a>, <a href="http://www.mobygames.com/developer/sheet/view/developerId,2695/">Rick Johnson</a>, <a href="http://www.mobygames.com/developer/sheet/view/developerId,9803/">Matt Pinkston</a>, <a href="http://www.mobygames.com/developer/sheet/view/developerId,9842/">Chris Foster</a> and <a href="http://www.mobygames.com/developer/sheet/view/developerId,9805/">Jeremy Statz</a> among others&#8230;  We spent a solid six or more depressing months with this ritual, ultimately barely reaching level 20 for our efforts.  We&#8217;d get home from work and start playing around 8, struggling to find each other.  Sometimes somebody was on the other continent, and we had to wait the 30-40 minutes for them to take the boat over.  We&#8217;d find our hunting spot and set up camp, and do great for a while&#8230;  until a wandering monster or a player-led train finally got the drop on us and we perished, losing half the experience we&#8217;d gained in the previous hour. </p>
<p>After one fairly successful evening before we finally broke it up, Jersey was heard to say &#8220;I <em>actually had <strong>fun </strong></em>tonight&#8221;.  We were amused, then in shock, in the realization that we were <em>paying</em> to play this game when 75% of the time we just walked away angry.  But who was listening to us&#8230;  Everquest was making Ferraris full of loot at the time, and apparently the crazy nutball addicts were happy&#8230;  Incidentally, we had one of those addicts (who I won&#8217;t name) at Raven.  I remember when they first released the command that tallied the total number of days played.  This dude bragged that he had over a month online.  I stopped for a second and pointed out &#8220;Dude!  The game&#8217;s only been out for <strong>three months</strong>!&#8221;  Yes, along with work (10+ hour-a-day crunch time even) and sleeping, he was still averaging over eight hours a day playing.  That&#8217;s probably not that amazing nowadays that &#8220;online addiction&#8221; is starting to go mainstream, but Jesus, that was <strong>insane </strong>back then.</p>
<p>Back to Sandi and I.  Once we gt our bearings and we figured out the new HUD map that helped us navigate, we did pretty well.  And we <strong>did </strong>have fun.  There was something special there that has been diminished with the iterative MMO&#8217;s that we had played since, from <a href="http://www.darkageofcamelot.com/">DAOC</a>, to WOW, to <a href="http://www.lotro.com/">LOTRO</a>.  What was it&#8230;?  Ha!  I was going to write it today, but I got too wrapped up telling my war stories, sorry!  I&#8217;ll hit it up with some meat next post.</p>
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		<title>Article 3: Hail to the Prince</title>
		<link>http://www.patricklipo.com/2007/08/15/article-3-hail-to-the-prince/</link>
		<comments>http://www.patricklipo.com/2007/08/15/article-3-hail-to-the-prince/#comments</comments>
		<pubDate>Wed, 15 Aug 2007 17:02:22 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Review]]></category>
		<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Metagames]]></category>
		<category><![CDATA[Prince of Persia]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/07/15/article-3-hail-to-the-prince/</guid>
		<description><![CDATA[This was the second article I wrote for Joystick101 in Spring 2004&#8230;  Sadly enough, around that time, the site was pretty much dying on the vine.  It tended to be down a lot.  Since blogs and blog sites weren&#8217;t really too common yet, this was the only outlet for this content, so my participation in that [...]]]></description>
			<content:encoded><![CDATA[<p>This was the second article I wrote for <a href="http://www.joystick101.org">Joystick101</a> in Spring 2004&#8230;  Sadly enough, around that time, the site was pretty much dying on the vine.  It tended to be down a lot.  Since blogs and blog sites weren&#8217;t really too common yet, this was the only outlet for this content, so my participation in that forum pretty much died with the site.  Again, when it was resurrected in 2007 it was relaunched with a WordPress backbone and the old content and community was reset.</p>
<p><a href="http://www.patricklipo.com/?page_id=6">Play Appraisal: Hail to the Prince</a></p>
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		<title>Frantic, Fearless and Fun</title>
		<link>http://www.patricklipo.com/2007/08/08/frantic-fearless-and-fun/</link>
		<comments>http://www.patricklipo.com/2007/08/08/frantic-fearless-and-fun/#comments</comments>
		<pubDate>Wed, 08 Aug 2007 07:17:13 +0000</pubDate>
		<dc:creator>Patrick</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Other Games]]></category>
		<category><![CDATA[Classic Games]]></category>
		<category><![CDATA[Doom]]></category>
		<category><![CDATA[Heroism]]></category>
		<category><![CDATA[Racing]]></category>
		<category><![CDATA[Stranglehold]]></category>

		<guid isPermaLink="false">http://www.patricklipo.com/2007/08/08/frantic-fearless-and-fun/</guid>
		<description><![CDATA[I picked up a PS3 the other day and still have yet to purchase a retail game for it&#8230;  Aside from staring at the crossbar and wishing I had a Blu-Ray movie to watch, I&#8217;ve spent much of my PS3 time playing demos.  After whipping through miniature slices of Motorstorm, The Darkness and even my [...]]]></description>
			<content:encoded><![CDATA[<p>I picked up a PS3 the other day and still have yet to purchase a retail game for it&#8230;  Aside from staring at the crossbar and wishing I had a Blu-Ray movie to watch, I&#8217;ve spent much of my PS3 time playing demos.  After whipping through miniature slices of Motorstorm, The Darkness and even my coveted Heavenly Sword, I was still a bit bored. </p>
<p>Just for kicks, and because I was running out of diversions, I threw Ridge Racer 7 into my download basket.  God, I mut have been desperate&#8230;  That game hadn&#8217;t changed in like a million years.  I used to love RR, having played the hell out of the very first one on the Playstation, holed up in the basement offices during the early days of Raven Software.  However, other interests took my attention, so I hadn&#8217;t really played one seriously since R4, the last of the PS1 incarnations.</p>
<p>However, the moment I fired up RR7 and hit the accelerator, it was like coming home.</p>
<p><span id="more-21"></span></p>
<p>I raced around the track, not knowing the layout at all or the new mechanics like nitro boost and drafting.  However, I happily whipped around the corners like a madman and never even <em>touched</em>the rail.  I felt like a racing god for just a moment.  Holy crap!  After playing other (somewhat) realistic racers for a while like Gran Turismo and Forza, it felt incredibly liberating to just keep that accelerator down and try to skid around by the seat of my pants.  I don&#8217;t like to drive strategically, where I have to manage speed like a precious resource, I like to drive <em>stupid fast</em> and have to rely only on my wits to carry the day.  Obviously Burnout is the only other game that scratches that itch in the same way.</p>
<p>Sure, it&#8217;s not real racing, but it&#8217;s <em>fun</em>.</p>
<p>This got me thinking about other playing habits I exhibit.  For example, when it comes to shooters, from Doom all the way to this test build of <a href="http://strangleholdgame.com/">Stranglehold</a> I&#8217;ve got on my desk, I tend to really enjoy situations where I can head into danger, balls-out, and manage the situation on the fly.  Back in the Doom days, I got insanely good at shotgunning soldiers and imps, after leaping into rooms teeming with them and just barely manage to destroy each one as they lunged at my digital throat.  (I somehow did this playing only with a keyboard, somehow).  Does that mean I don&#8217;t like strategy, or a game that requires planning or thought?  No, I wouldn&#8217;t say that, but when it comes to shooters these days I do tend to lean more towards the Serious Sam of the world than I do the Ghost Recons. </p>
<p>Sure, it&#8217;s not real combat, but it&#8217;s <em>fun.</em></p>
<p>To consider this to be a conflict between reflexes and strategic thinking isn&#8217;t the whole story.  To me the key is a loss of control, having to dive into danger and not quite know how you&#8217;re going to get out.  Assuming the game is forgiving enough and doesn&#8217;t punish you for those types of choices, it remains a fun experience.  If you can take the chaos of a situation and &#8220;surf it&#8221; to where you want to go, it&#8217;s a blast.  That&#8217;s what Ridge Racer drifting does for me, and sometimes my love for that type of experience leads to certain design choices I make, whether it has to do with driving, combat, or who knows what.</p>
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