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>hidden systems that track player behavior and change the game accordingly without telling them
>obvious systems that players are told about and can track but also game by min/maxing them even if that's not how they would behave if the systems were hidden

Which is better at achieving their purpose?
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i dont care
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>>738889128
>OP will remember that
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>>738889030
what's the left one?
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>>738889239
Dragon's Dogma.

There's a scene in the game where the NPC with the highest affection is captured and you later shack up with them. But you have no way of telling who that will be till it happens so I hope your character doesn't end up having gay butt sex with the arab merchant.
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>>738889239
Affinity system in Dragon's Dogma, secretly tracks how much you interact with NPCs and assigns you a "beloved" at the end based on who you interacted with the most, gave gifts to, etc often results in players marrying the blacksmith, the merchants, kid NPCs etc
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>>738889626
>>738889701
oh that's kinda cool I guess
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>>738889030
The latter, obfuscation and having unpredictable fail states encourages playing with wiki open at all times
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>>738889968
So does telling them about the systems, Stardew Valley is one of THE wiki games, at least if you don't tell players there are things being tracked about them you'll have a large proportion that isn't even aware there's something they could be looking up while playing
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>>738889827
That's NOT cool bro. Not cool at all.
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>>738889701
The first time I played, Grigori nabbed the Gran Soren innkeeper. I thought my game bugged out when he just disappeared. I couldn't change into any of the advanced or hybrid vocations because I didn't have DA. At least it was kinda hilarious to eventually find out why he had fucked off from the inn. I'll always remember the cutscene and going wtf when I saw him bullied by goblins.



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