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The judge’s other main role in a trial with jury is to actually run the proceedings of the trial. Order of operations, keeping the two counsels in line, scheduling, etc.
The judge’s other main role in a trial with jury is to actually run the proceedings of the trial. Order of operations, keeping the two counsels in line, scheduling, etc.
I think there’s a couple reasons they do it this way.
One is that the pre-order bonus is still available despite the game effectively being out. I imagine they spare themselves some unwanted difficulty or dissatisfied responses from people who otherwise would have missed it.
The other is this very thread. Server issues are common on an expansion pack release. This gives them a convenient excuse to put in the apology announcement. It’s a small thing but who knows, maybe it has some impact.
It’s definitely a silly twisting of words (and their double key system for the pre-order and full purchase only sillier).
Interestingly I can think of a couple games that get around the mon-game issue you mentioned, and in pretty different ways.
Ooblets (which I haven’t played, but appears to be popular with 91% positive on Steam) has you grow your mons in a garden, and rather than pitting them in fights with other critters, you do dance battles. It appears to be a bit more slice-of-life vibes but with the monster-collecting element.
And Cassette Beasts (which I have played, would recommend to anyone who likes monster collectors easily, and is 96% positive on Steam) dodges the issue in a different way. You don’t actually capture and train monsters… you record them, and that recording lets you transform into that kind of critter. Successfully record a Traffikrab in a fight, and you can then transform into one later. You are still fighting the wild ones, but you aren’t enslaving any or having them fight for or serve you in any way. The equivalent of trainer battles is fighting other people who also do this.
I don’t know exactly how it works in the US (probably it varies by state), but to give an idea, in Canada employment can end typically in one of three ways: quitting, being fired, or being laid off. (Some other less common cases exist of course like long term injuries or medical issues etc.)
Generally being fired means it was somehow the employee’s fault (anything from not being good enough at the job to being caught doing something actively wrong), while being laid off is due to lack of available work (when a business has to scale down, or dies completely). Laid-off workers can start collecting employment insurance almost immediately, and have certain rights to getting their job back if the company suddenly has work available again, among other things (i.e. it’s not meant to be possible for employers to use layoffs as a way of getting rid of employees they can’t or don’t want to fire).
A fired employee can’t get employment insurance as immediately since they’re seen as at fault for their own job loss from a legal perspective, but if the firing was wrongful, then they might have legal recourse against their employer.
The US is again probably very different in details but the basic difference of employee-at-fault job loss vs the work no longer existing is essentially the same, I think.
It varies within the genre. Some games try hard to take steps to minimize the ability to sit around and grind, such as by a food clock or lack of respawns. Sil, which is a *band game that tries to be closer to the original style has an XP system that grants XP for seeing an enemy the first time, and the same for killing it, and then 1/n times that XP the nth time you see that same kind of enemy thereafter. Sixth orc you see is worth 1/6 the XP, so it’s not worth farming an area hard, and still rewards exploring a lot. It also eventually just forces you deeper as the desire for a silmaril becomes more irresistible as you become stronger. Seeing 6 orcs and killing 2 is worth 3.95x an orc’s stated XP, seeing 30 and killing them all gets up to almost 8x the stated XP.
Others like most Angband variants or Tales of Maj’eyal made the decision to just let the player grind. Many of the games in that style have more open-ended progression and aren’t necessarily trying to force the player into constantly dangerous situations. The very popular Caves of Qud would fit this category.