Cruelty scale: Difference between revisions
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(Taken from a [http://groups.google.com/groups?selm=4lwkmey00WB30%3DudZV%40andrew.cmu.edu rec.games.int-fiction posting].) | (Taken from a [http://groups.google.com/groups?selm=4lwkmey00WB30%3DudZV%40andrew.cmu.edu rec.games.int-fiction posting].) | ||
See also: [[winning]], [[losing]]. | See also: [[winning]], [[losing]], [[unwinnable]], [[deadlock]]. | ||
[[Category:Glossary]] | [[Category:Glossary]] |
Revision as of 11:36, 14 November 2005
A rating system devised by Andrew Plotkin to measure how difficult a particular game makes it for the player to progress past in-game obstacles:
- Merciful: cannot get stuck.
- Polite: can get stuck or die, but it's immediately obvious that you're stuck or dead.
- Tough: can get stuck, but it's immediately obvious that you're about to do something irrevocable.
- Nasty: can get stuck, but when you do something irrevocable, it's clear.
- Cruel: can get stuck by doing something which isn't obviously irrevocable (even after the act).
(Taken from a rec.games.int-fiction posting.)
See also: winning, losing, unwinnable, deadlock.