04-29-2003, 09:46 PM
I totally agree. But I would add that by designing a game where intangible items have tangible value (to some) and also not ridding the realms of hacked, duped, and bugged items, the game company drives away the "valuable" honest players and encourages those remaining to participate in immoral activities just to remain on equal ground with cheaters.
[off topic rant about game design]
My suggestion to gaming companies is that IMO they should make the experience system very complex, where time and skill in playing will aid in revealing endless nuances of tactics and strategy. Game designers need to remember the fundamentals of what makes a game playable and repeatable. Consider a game like chess with comparitivly very simple rules, which still takes most a lifetime to master. Fundamental is that other than white getting to start first, both sides always start equally and the rules remain consistent for both sides throughout the game. IMO, what makes a great game is in defining a clear concept of winning, escalating difficulty, and rewards (like staying alive) for good tactics and strategy. For MMORPG's strategy is typically in how you direct (invest in) the growth of your character, and tactics is in how that character achieves its goals and interracts with its environment. Again, I think "special items" should only offer additional nuance to skill rather than replace it. In DII at least, I find that is the case.
[/off topic rant about game design]
[off topic rant about game design]
My suggestion to gaming companies is that IMO they should make the experience system very complex, where time and skill in playing will aid in revealing endless nuances of tactics and strategy. Game designers need to remember the fundamentals of what makes a game playable and repeatable. Consider a game like chess with comparitivly very simple rules, which still takes most a lifetime to master. Fundamental is that other than white getting to start first, both sides always start equally and the rules remain consistent for both sides throughout the game. IMO, what makes a great game is in defining a clear concept of winning, escalating difficulty, and rewards (like staying alive) for good tactics and strategy. For MMORPG's strategy is typically in how you direct (invest in) the growth of your character, and tactics is in how that character achieves its goals and interracts with its environment. Again, I think "special items" should only offer additional nuance to skill rather than replace it. In DII at least, I find that is the case.
[/off topic rant about game design]