06-28-2004, 01:46 PM
Just some general points in comment to the whole thread. First of all, I think people seem to have a different view on what the game is âaboutâ. That is, what is the goal for the player and in the game. Can one finnish it? Or will it go on for ever? Without that in mind, judging such a system becomes hard, especially since different people seem to have different views.
There seem to be a sense in that people playing not so often need to catch up and be leveled (at least some) with those playing more. I have to ask why? The casual player have to have a faster pace through the game so to reach further into it (and the âendâ?) as well. Why? Is the point to reach the end and do so in the same time regardless of how much you play? What about all inbetween, if I get more exp for the same game play, I will obviously have to skip some things or I will indeed not at all catch up and reach the end at the same time as the ones playing less.
I view the game as an experience in questiong, playing with others and enjoying the enviroment and exploring it. I canât see how any of that is enhanced by having different experience based on play time. If one want people to enjoy high level stuff even when playing not so often, well, then it is another issue, but to do that, it would be better to simply add some difficulty level for players to chose (or to be able to start off as high level chars). Remember if that is the goal, we canât simultaneous have the goal for the game to be a competition of reaching high levels (in time or at all) since we basically cheat people to that goal if they donât play. With such a difficulty level setting, dictating exp gained or whatever, people can chose whatever pace they want. Not that I like it, but hey, it makes people being able to chose whatever pace they want instead of forced to differenet paces (if there is to be paces at all).
Another issue I see, is why just exp? It will mean that even if one get more exp one doesnât get more skill points for example, and will have another type of character that is not âwell balancedâ anyway (that has skiped quests as well, not getting rewards and so on).
Oh well, lets just skip it all until there is a clear goal for the game and a way for the system to make people reach that goal in a way without hindering others. One canât have multiple goals since then the system will just contradict itself. And if it is nessecary, let the players decide the pace they want.
There seem to be a sense in that people playing not so often need to catch up and be leveled (at least some) with those playing more. I have to ask why? The casual player have to have a faster pace through the game so to reach further into it (and the âendâ?) as well. Why? Is the point to reach the end and do so in the same time regardless of how much you play? What about all inbetween, if I get more exp for the same game play, I will obviously have to skip some things or I will indeed not at all catch up and reach the end at the same time as the ones playing less.
I view the game as an experience in questiong, playing with others and enjoying the enviroment and exploring it. I canât see how any of that is enhanced by having different experience based on play time. If one want people to enjoy high level stuff even when playing not so often, well, then it is another issue, but to do that, it would be better to simply add some difficulty level for players to chose (or to be able to start off as high level chars). Remember if that is the goal, we canât simultaneous have the goal for the game to be a competition of reaching high levels (in time or at all) since we basically cheat people to that goal if they donât play. With such a difficulty level setting, dictating exp gained or whatever, people can chose whatever pace they want. Not that I like it, but hey, it makes people being able to chose whatever pace they want instead of forced to differenet paces (if there is to be paces at all).
Another issue I see, is why just exp? It will mean that even if one get more exp one doesnât get more skill points for example, and will have another type of character that is not âwell balancedâ anyway (that has skiped quests as well, not getting rewards and so on).
Oh well, lets just skip it all until there is a clear goal for the game and a way for the system to make people reach that goal in a way without hindering others. One canât have multiple goals since then the system will just contradict itself. And if it is nessecary, let the players decide the pace they want.
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