Talk:Success Level
From Gameontology
Question about Chrono Trigger. Should it be considered a weak example because the player has no way of knowing what ending he got? I guess we might need more info on how the player's sucess level is communicated. It sounds like there is an implicit sucess level (ie, which ending you get) but that it isn't made explicit to the player, thus weakening the example. Jp 22:10, 13 February 2007 (EST)
