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.