too stuck in our ways to believe that there is a better approach out there?ChessI find the best way to work out how to make things better is to try and compare your current problem with something that you know works, and try and understand why that thing works and hopefully then apply that very same logic to FIFA Coins your problem.Which is a long-winded way of saying I'm going to look at chess. Chess is great, I've loved it for years i -- I was even Pendle Junior Champion


when I was at school, a fact which I've bored my friends with on countless occasion. This doesn't mean I'm any good at chess, just that I was lucky that year and the competition at cheap trove flux  didn't turn up. But I enjoy playing chess a lot, partly because of the mental workout it gives me and partly because it's a nice feeling when you win.And this is where video games seem to differ from pretty much every other type of game we play: single player video games rarely have a win condition. The


is simply to unlock more content, to ultimately progress until you've exhausted it all.So, why not? Why do we make life so difficult for ourselves -- content, after all, costs an absolute fortune to create (see my previous post about why, or Phil's recent post for alternative methods to making it all by hand). Surely we can become more creative with our mechanics and introduce some real win conditions, and expect that players will enjoy the act of playing the game itself to want to


it again? The best example I can think of is probably Sid Meier's Civilization. Can we apply this sort of logic to, say, a first-person shooter?Teaching PointOne argument for mmogo restricting content is because you're teaching players how to actually play your game. Peter wrote about teaching players a few months ago, and I don't want to rehash his points here except to iterate that gradually introducing your player to the mechanics is very important. It is a difficult balance point to find: