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the more easily defended motte. In Shackel's words, "The Motte represents the defensible but undesired
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On The Motte, always attempt to remain inside your defensible territory, even if you are not being pressed.
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Notes -
Content and replayability are not the same.
The joy of replayability is in experiencing something again. In well designed games that teach mastery in the player, a replay is a demonstration of knowledge, skill, and familiarity gained from the first experience. A first run of Dark Souls may take dozens of hours; a replay may take a third or a quarter as long.
Content is a blanket term I hate, because it implies there is no difference between content. But people are poor, and they are seeking More Content for their dollar, so they don't care if it's slop as long as they don't go hungry. The error content producers tend to make is that there are different kinds of poor; as someone time-poor I want higher quality content I can experience in less time.
Also, the way people experience games now is just different. Games in the 8-bit console era were actually very short, but they also often assumed very low completion rates. Games in the WoW era all wanted to be a second lifestyle with a monthly subscription. Now I'm not sure, but something does seem kind of wrong when the latest Resident Evil, a product of a long and tortured development and crucial decisions taken years in advance about the future of the franchise, drops and the community's reaction is where's the rest?
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