Game Design: Rested Experience, Flow, Emergence

With a little suspended judgment, you can draw many awkward if interesting tangents in life, and one of them is this tangent between BYOND and Warhammer Online’s “rested experience.”

The idea behind rested experience (perhaps originally pioneered by a temporary Ultima Online change) is that by not playing constantly your character builds up a bit of a buffer in which they advance faster.  This was done to give the casual players a bit of an edge against the hardcore.

However, in terms of game design, I’m finding I’ve gained a bit of real life rested experience as well.

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