I would consider Tenpin Alley a game that could be a social event. You try beating each other's score. Each person steps up to the keyboard to bowl his or her frame, and the high score plus handicap is the winner. It reminds me of the bowling machines that used to be in bars and arcades in the sixties, when I was a kid.

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Be positive! When it comes to being defeated, if you think you're finished, you! really! are! finished! ----- Original Message ----- From: "dark" <d...@xgam.org>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, May 21, 2014 2:49 AM
Subject: Re: [Audyssey] social event versus mechanics


Hi jeremy.

On the social point, to be honest I don't ever really remember entombed being heavily competitive. Occasionally people on the mailing list would post a particularly well run game, or indeed a particularly bad one for humour value, but this was never by way of beating others scores particularly, but then again i suppose it depends upon how a person wants to play.

I'd not actually describe Entombed as a pale imitation of muds or tabletop games, indeed I confess I've never been a massive mud fan sinse if I am going to play an exploration based game which lets me wander around a massive world and fight monsters, I want time to appreciate it and read the text and not have to constantly have my speech set to ridiculous volume and have to type like a demon, half the time not knowing what I'm fighting. Entombed also employed a multi party mechanic so you were strategically having to manage several characters in turn based combat.

To be honest though, for me the best thing about the design of entombed, was that it didn't devolve as so many rpgs do, to simply stat management and inventory crunching then automatic, or semi automatic fighting. In entombed you always had to watch what the enemies were doing, and act accordingly. For example if you run up against a necromancer you always need to take them out before they can raise enemy zombies, and if your up against an enemy fighter, you always want to try and use attacks that keep them tied up like sleep or charm, or just knocking them flat with a tackle.

This aspect of needing to always keep ontop of what was happening and then play accordingly was also enhanced by the fact that you didn't get to choose the race or class of your rescued characters. Yes, you got to pick a second class, and if you were wise and knew the game you could pick a good match for the first, but if you got stuck with a fairy mage or a halfling fighter you just had to make the best of things.

This is one of the things I'd like to see more games doing, presenting you with a set of circumstances which you continually need to manage and make judgements about.

This is also why I find your idea for combat in your spaceship game an interesting one.

All the best,

Dark.

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