Last lousy point: Difference between revisions
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A game design tradition, sometimes attributed to | A game design tradition, sometimes attributed to ''[[Adventure]]'' ([[William Crowther]] and [[Donald Woods; 1976), of permitting a [[player]] to reach a game's optimal [[ending]] without earning the "last lousy point" that will provide the highest possible score. In order to earn the final point, a [[player]] must perform some extremely obscure action -- so obscure that gamers are sometimes tempted to cheat. | ||
[[Category:Glossary]] [[Category:Tropes]] | [[Category:Glossary]] [[Category:Tropes]] |
Revision as of 20:01, 29 May 2006
A game design tradition, sometimes attributed to Adventure (William Crowther and [[Donald Woods; 1976), of permitting a player to reach a game's optimal ending without earning the "last lousy point" that will provide the highest possible score. In order to earn the final point, a player must perform some extremely obscure action -- so obscure that gamers are sometimes tempted to cheat.