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February 27, 2008 Link to this post Letting players win (even when they lose)
There's an interesting interview with Bungie designer Francois Boucher-Genesse (originally published in Game Developer magazine) over at Gamasutra - how did Bungie make Legendary interesting again, after the complaints about Jackal Snipers and areas like Cairo Station's second bay from Halo 2? What makes 'hard' still 'fun'? Check it out. (Louis Wu 17:40:03 UTC)
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