Do you feel a strong desire to argue against crazy men ranting about the Lizard People?
If I do not want to discuss, I actually do not post on the forum. Which means, when I do post, I'm open for arguments and am going to try to prove my points, by supplying my own arguments.
Seeing how you just go and tell Kaioken to 'shut up', I'd guess things are different for you. You want people to accept your point and what they say is of little relevance to you, since you know you are right on everything, which is an inevitable fact.
Should this not be the case, I would like to excuse for jumping to the conclusion, yet this is the way you come across on the forum, at least to me.
Garthor wrote:
"But, again, that is no issue if you prevent any difficulty problems in the first place"
I am sorry, but I do not see what you want to hint at, given the posting you linked at is by Kaioken and has little relevance to my statement, or what you your replied.
At least non that I could see. So would you please be kind enough to point it out a bit further?
Garthor wrote:
Turnabout's fair play. If you can say I don't know what balance is, I can say you don't know what balance is.
I beg to differ.
I claimed that I think you mistake balance for pampering and I provided reasons for my claim.
'By no means does a monster have to be in a fixed range, nor is a monster that gets stronger through combat an immanent threat.'
Balance does not mean that every player can kill any monster s/he encounters. Fleeing can be an element encouraged in a role playing environment.
Garthor wrote:
The bolded line does not belong. What the hell does it have to do with anything you've said? In fact, what does anything you say here have to do with anything? Humorous anecdotes about "I PUPPIE-PUNTED MY WAY TO POPEDOM" don't actually support any argument you're trying to make.
I am sorry, but that is hardly the case.
You said that there would not be an issue if the 'idea of it being beneficial to stand still and beat the crap out of a monster for hours on end' would be parted with.
I said that such a game can be very successful (I call an annual profit of 7 digits a success) and provided an example. I claimed that in a capitalist environment, it is perfectly valid and legal to carter for such things, given there is a demand, which is proven by the income.
I claimed that the freedom of choice on how to play a game is a good design pattern. Players and game magazines alike have stated that 'an extra amount of possibilities in the game' made Ultima 7 the successful game it used to be.
I had a friend who used to build up a pirate fortress on a lonely island. And he could, since there was the freedom of choice.
So, why not allow for players to 'train on a monster all day long', if they choose to? As long as you provide alternatives in the game, I see nothing wrong with supplying options.
I then stated that as the OP discussed a role playing game, I for sure en favour a role playing solution to limiting options from getting one sided.
This seems like putting thought into game design, as you emphasis. Keeping with the general theme of a game, blending restrictions in as to look like features instead, if these restrictions serve a 'greater goal'.
Garthor wrote:
If people had rational arguments I'd be interested to hear them. If people babble on about unrelated topics then I'm just going to spend my time mocking them for it, which also happens to be interesting.
So, either Geldonyetich, Kaioken, digitalmouse, Shiniru and me are too dumb to see how horribly unrelated and irrational our arguments are, or you are not trying to see the point. I confess, I am biased and the majority does not have to be right, but maybe it should yield enough weight to rethink and reread the arguments provided, trying to see the points through their eyes.
Garthor wrote:
I think the issue is that people see game design as some sort of game (...), and don't actually bother to take it seriously. The attitude seems to be to throw anything and everything in the pot and hope it works (...). I think people would benefit from being able to narrow their scope and actually consider ideas more than the half-second it takes to think, "Is this going to cause me physical pain? No? Good idea, then!" A game with five good ideas is massively better than a game with five good ideas and a hundred bad ones.
Does not success validate a design pattern?
Do good reviews not validate a design pattern?
I assure you that I do see game design as a tricky task.
I assure you that I have read papers on different game design topics, such as balance.
But I fear I'll have to withdraw from the 'discussion', as I am getting kind of too low, scratching on the edge of 'insulting' and jumping to conclusions about you.
Which is a clear sign that I should step out.
Do you feel a strong desire to argue against crazy men ranting about the Lizard People?
"But, again, that is no issue if you prevent any difficulty problems in the first place"
Turnabout's fair play. If you can say I don't know what balance is, I can say you don't know what balance is.
> I like a roleplaying solution much better for a roleplaying game. Such as... exactly. Monsters getting stronger like you do!
The bolded line does not belong. What the hell does it have to do with anything you've said? In fact, what does anything you say here have to do with anything? Humorous anecdotes about "I PUPPIE-PUNTED MY WAY TO POPEDOM" don't actually support any argument you're trying to make.
If people had rational arguments I'd be interested to hear them. If people babble on about unrelated topics then I'm just going to spend my time mocking them for it, which also happens to be interesting.
Again, nobody has put forth a solid reason why this would be beneficial to a game. If you're looking for variety, toss a variety of monsters around. If you're looking for "realism", what the hell are you doing playing a game with monsters? If you're looking to establish a sense of world, there's far better ways to establish it than making difficult monsters slightly stronger.
I think the issue is that people see game design as some sort of game (har har har), and don't actually bother to take it seriously. The attitude seems to be to throw anything and everything in the pot and hope it works (see: further elaborations on Shiniru's ideas... I assume, I couldn't stand to read through them). I think people would benefit from being able to narrow their scope and actually consider ideas more than the half-second it takes to think, "Is this going to cause me physical pain? No? Good idea, then!" A game with five good ideas is massively better than a game with five good ideas and a hundred bad ones.