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Sorry about the absence… been rather tied up.  There has actually been a fair bit of activity and related ideas I wanted to comment on, too.  Eh well, better late than never, I guess.

Quoting from this recent post by Moorgard…

The ideal, then, would be to create a game that players found absolutely compelling for years on end without feeling like they need to play a large number of hours per week to enjoy it or match up to other players in the world. They would limit their own time in the game spent performing repetitive tasks as a natural result of how the game is designed to play. In other words, that they would play a given number of hours per week because they want to, not because they need to.

The topic is finding ways to prevent the types of problems created in systems where ability is tied directly to “time played”: friends with different time constraints end up not being able to play together, that kind of thing.  So, how about somewhat disconnecting advancement rate from actual time in play? 

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