There’s an old joke about how a person sees the same action in different perspectives. For example:
- I borrow items without asking permission.
- You take things that don’t belong to you.
- He (or she) steals things from others.
The joke here is that I don’t do anything bad, you (the person I have to worry about the old “punch in the face” from) are a bit worse than I am, and the person we’re gossiping about is a horrible human being.
But, I think that this is an interesting way to think about game design.
- Many players say they want one thing.
- Most players do something different.
- Reality dictates what actually can be done.
Let’s see how this relates to quests and “innovation”, shall we?