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Aug 28, 2011 at 18:18 comment added SevenSidedDie @Brian That's only true for games that are battle-focused and rules-complex enough to induce mental simplification strategies like battle schemata. An item that is a strategic (non-combat) puzzle all its own can provide lots of interest when the players' heads aren't already full of grid-based tactical complexity.
Aug 27, 2011 at 7:54 comment added Brian Ballsun-Stanton Wow... I'd have extremely large problems with charged items and intelligent items as described: I absolutely refuse to have my hammer tell me it doesn't want to hit things. ... looking at your active/passive ontology, I wouldn't say active causes interest so much as it causes mechanical complexity. Given that complex things are quickly integrated into either the schemata of battle or discarded, I'm not entirely sure I buy your articulation of increased interest.
Aug 23, 2011 at 18:23 history edited dpatchery CC BY-SA 3.0
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Aug 23, 2011 at 16:02 history answered dpatchery CC BY-SA 3.0