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A lot of people are asking similar questions lately, so I thought I'd clear things up a little.
clear ups
Many RPGs revolve around quests, story and dialogue. Some revolve around action and leveling up for the sake of it, and you skim through the dialogue...
quests? quests!?!?
Every game designer worth his salt has pondered this question at some point. How can you instill a fear of death into the player? Should a player be able...
saving, loading, and the absent fear of death
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