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>The role of game mechanics should not be the oppressive tyrant telling you to fetch and grind and be thankful for your crumbs of XP and DPS as the scenery blaz
by verroq 12y ago
>The role of game mechanics should not be the oppressive tyrant telling you to fetch and grind and be thankful for your crumbs of XP and DPS as the scenery blazes past.
That's generally not true at all. It may seem that way, but level systems are similar to a proof of work scheme. Player puts in some time and receives some fair reward for his time. Level systems are a way to facilitate this transaction without invoking pay2win overtones.
- Negitivefrags 12y agoThat is a pretty cynical view. Do you think that was the idea when levels were added to classic pen and paper RPGs like D&D? Levels are a way to give players choices about how their character develops over time. The choices they picked as their character levels up make up part of the story of their character that makes it uniquely yours. This is why I hate easy respec mechanics that a lot of modern RPGs have. When you respec your character you destroy it's story. Your level 60 paladin is now the same as anyone elses level 60 paladin. A blank slate divorced from your personality. You have broken the illusion that even the very term Role Playing Game was intended to be about. In the game I work on, Path of Exile, we have specifically made respec something that has a cost. The more you want to change your character the more costly it becomes. Changing your character then becomes part of the story of how it was created.
- verroq 12y agoMaybe I play games differently but I always try and go for the optimal set up (the min/max)(even if it involves looking it up on the internet). So theoretically, assuming players are somewhat rational. Then they'd always go for the optimal set up and most RPG players will end up converging onto the same optimal stats anyway. This is where level systems shine, they can make the path to the optimal set up extremely painful, but players will still grind for it, since it's the optimal (and players like to be optimal).
- DanBC 12y agoThat's one way to play a game. But sometimes people like role playing an actual character, not just grinding to get 'best' character. As an example there are plenty of suggested SPECIAL setups for Fallout3.
- JetSpiegel 12y agoThe first Fallouts had low-Intelligence characters. It makes most responses "Uhh?", and everyone responds accordingly.
- kazagistar 12y agoExcept the other low intelligence characters, with whom you have some extensive and enlightened conversations. One of my favorite twists on mechanics ever.
- JetSpiegel 12y agoI didn't remember that. Time to replay Fallout...
- angersock 12y agoFallout 2, chat with Tor.
- nnnnni 12y agoYeah, exactly. I have more fun making the character that I choose the best it can be relative to its starting state, not every other character in the game.
- Negitivefrags 12y agoWell there are multiple different personalities that we have to cater to when designing a character progression system. You are what we would call a Spike player (going from the terminology coined by the design team of Magic the Gathering). It's okay that you act like that because following towards a goal that you think is optimal is fun for you. However, it's our challenge as game designers to make it so that opinions will differ in the player base as to what is optimal. Once you have a diversity of player builds than you will still feel a bond to your character because you still picked between different efficient options that were presented on the internet.
- deleted 12y ago[deleted]
- imanaccount247 12y ago>In the game I work on, Path of Exile, we have specifically made respec something that has a cost. And you made it so I have no idea what I should be taking and not taking. And you made it so the game heavily punishes me for unknowingly taking the "wrong" thing and not being perfectly optimal. This is why everyone stopped playing so quickly.
- jholman 12y ago> In the game I work on, Path of Exile, we have specifically made respec something that has a cost. My gaming group gave PoE a very serious try, and all eventually got bored, and I think this "feature" you boast of is part of the problem. To me, the good part of PoE was in evaluating different combinations, trying them out, seeing what combos work well together, etc. The gem system is fundamentally very good (except see the next graf). But locking in passive-tree choices prevents players from fully exploring the system you built (unless they're willing to invest thousands of hours). With an investment like that, any moderately-serious player will be driven to spend more time studying the wiki than playing, because a wrong choice is very expensive (though at least respecs are not impossible). An even bigger problem, while I'm pointing out this I didn't like in PoE, is how a major factor in creating a potent build is grinding for "currency items", for dozens or hundreds of hours, to do things like reconfigure links on items. I think this sort of system is exactly the sort of thing that validates the sort of cynicism demonstrated in the parent comment. High performance is predicated on meeting a certain minimum skill level, and then investing the (many) hours. And the latter two issues tie together, btw... because the respecs are expensive, you have to ensure that even Very Bad Choices are still viable, which is part of why there's never any meaningful challenge, except the challenge of staying awake while you grind. Since you mention "story" and "illusion" and "role playing game", PoE's story, like nearly every other game's story, is basically total garbage. And the claim that a character is "uniquely yours" is laughable. Go look at your character creation process: choose one of 7 uninspired archetypes, listen to the dopey grimdark backstory, and sign up for the railroad characterization. You appear to want to hang your hat on writing that, in the realm of novels, would consign you to a vanity press, which baffles me.
- Negitivefrags 12y agoEveryone will get bored of a single game in the long run. We still managed to hold your interest for over 23 hours of gameplay. I would call that a win. I can't know this for sure, but if we had offered you free repecs I doubt you would have stuck around much longer anyway. As to your comments on our story, that isn't what I was referring to at all. When someone talks animatedly about their memory of an online RPG experience they don't talk about the game storyline. They talk about how they found this item or used this upgrade which made their character awesome. That is the story of your character and it's what forms your lasting memory of the game.
- blueskin_ 12y agoCouldn't agree more. Pay to win is the worst mechanic ever and the death of many otherwise good games.
- deleted 12y ago[deleted]
- pjc50 12y agoI think you're actually agreeing by framing it as a reward and especially in describing the process leading up to it as "work" rather than "play".
- barrkel 12y agoI generally play games as a way to self-actualize in an alternate reality. Trying on a character and a way of (excitement filled) living like it's a jacket. Putting in some time and getting some reward is a poor bargain. In particular, it makes replays agonizingly painful. My time is actually valuable; I'd much rather put time into learning a skill or technique that I can start using immediately in a replay.
- protonfish 12y agoI disagree wholeheartedly. Leveling should never be about pavlovian rewards for menial tasks. That is lazy game design that leads to pathetic and unfun games. Leveling should be about 2 things: 1. Pacing. The timing that determines when the story should move forward needs to be tuned so the player has just about exhausted the fun and interest of the current level. 2. Controlling complexity. When a game begins, only the simplest world and player abilities should be available. When it is assessed that the player has a good handle on the world and game mechanics, new abilities and areas should open up. Leveling up should always be about giving the player more options instead of giving an existing option a +1 (and then giving the corresponding challenges a +1 to stay balanced.)