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Old 11-27-07, 06:22 PM   #23
MarkShot
Ace of the Deep
 
Join Date: Jul 2002
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Interesting point. I had not considered that dynamic behavior and challenge or pulling in opposite directions, but you are right.

Also, there are mainly two ways to challenge the player:

(1) Overwhelm - numbers exceed the players ability to counter or events happen too fast.

(2) Outclass - the player is at a disadvantage; maybe has a platform with half the sensor range as the enemy.

So, going back to dynamic that leaves the designer with not really using dynamic creation/placement of objects, but instead having a small fixed set precisely scripted missions where only one is actually instantiated and the player doesn't know and cannot quickly determine which.
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