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An interesting flipside of the door problem is what experience is the mapmaker envisioning? In his first example, why is the default assumption that a player wo
by lubujackson 7y ago
An interesting flipside of the door problem is what experience is the mapmaker envisioning? In his first example, why is the default assumption that a player would WANT to enter a map full of enemies?
Usually this comes from a half-remembered fun of perfectly balanced battles, surrounded on all sides but managing to wade through them. There is an interesting parallel to game motivations and fiction plotting: the character needs motivation to advance into uncomfortable situations, either pushed from behind or pulled by desire. When you think along those terms, everything else falls into place naturally.
- hombre_fatal 7y agoThey're trying to avoid the problem where maximizing combat effectiveness will minimize fun for the player. Even if there are players who have optimal fun by door-cheesing every encounter, you likely want to ensure other play styles are at least as viable so that players aren't funneled into a one-dimensional tactic. Or that players aren't forced to make suboptimal plays just to have fun.