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I am quite aware that this game is primarily focused on being a generative story engine and I criticized that quite heavily in my first post. Even my critique of the winning method is about how you have to repeat the same actions too many times and the same story events keep coming up and thus playing it for long periods quickly makes the story seem stale and repetitive.
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I am quite aware that this game is primarily focused on being a generative story engine and I criticized that quite heavily in my first post. Even my critique of the winning method is about how you have to repeat the same actions too many times and the same story events keep coming up and thus playing it for long periods quickly makes the story seem stale and repetitive.
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But when Forta said 'KoDP is hard' and Licho said 'The harder difficulties are very hard which should keep you entertained', I had to really disagree because while it has some beautifully balanced and difficult strategy in there, it's all overridden by the RNG which enforces artificial 'hardness' while not increasing challenge. No, I don't think that's the primary point of the game which is why your 'the game is hard' comments are beside the point.
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But when Forta said 'KoDP is hard' and Licho said 'The harder difficulties are very hard which should keep you entertained', I had to really disagree because while it has some beautifully balanced and difficult strategy in there, it's all overridden by the RNG which enforces artificial 'hardness' while not increasing challenge. No, I don't think that's the primary point of the game which is why your 'the game is hard' comments are beside the point.
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But the randomness is VERY important for the storytelling too. If I feel my story is random, disjointed and disconnected series of events it's simply not an enjoyable story to experience. Yes there is some really beautiful set pieces and world building going on here, but they are mostly backstory and do not build into a coherent narrative. I could not really describe what happened to you in a narrative fashion like you can with a game of DF, without it sounding very much like any other playthrough of KODP. THAT is the problem.
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But the randomness is VERY important for the storytelling too. If I feel my story is random, disjointed and disconnected series of events it's simply not an enjoyable story to experience. Yes there is some really beautiful set pieces and world building going on here, but they are mostly backstory and do not build into a coherent narrative. I could not really describe what happened to you in a narrative fashion like you can with a game of DF, without it sounding very much like any other playthrough of KODP. THAT is the problem.
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Also, if it's going to be a story-driven game, you should not be sitting staring at a spreadsheet for 90% of the game. They could AT LEAST have the map featured more in the GUI rather than selecting from long dropdown lists of locations.
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Oh, and here is a random article I found saying all the things I did by a huge enthusiast of the fiction: http://glorantha.temppeli.org/digest/gd7/2000.01/2153.html
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