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> A cursed problem, in his definition, is an unsolvable design problem rooted in a conflict between two promises that can’t coexist. You made both promises, on
by n4r9 25d ago
> A cursed problem, in his definition, is an unsolvable design problem rooted in a conflict between two promises that can’t coexist. You made both promises, on purpose, and they contradict each other, and no amount of clever tuning gets you out. You can only cut through it and give something up.
> His example is a free-for-all fighting game. You promised players a test of combat skill, and you promised them a game worth winning. But the way you win a free-for-all is politics — alliances, betrayal, ganging up on the best player — so the two promises eat each other. You can’t fix it with a patch. You can only decide which promise to sacrifice.
Is anyone else confused about this? I'm not sure exactly how these promises contradict. Is the idea that politics makes a game less "worth winning"?
- nemomarx 25d agoIf you win via politics ("hey, gang up with me on X") then it's not a "test of combat skill" alone anymore. it has to move away from combat skill to also being a test of politics.
- MantisShrimp90 25d agoMany souls games define the opposite of this the traditional model is that an invader can attack aided by the enemies which is more dynamic but less of a pure test of skill. To get around this players made fight clubs where they let people invade them in a neutral area with no enemies, the players agree to do an honorable duel which goes against the nature of the mechanic but emphasizes skill of the individual.