Moderator: Rangers
WCG wrote:But for chrissake, it's just a game!
paultakeda wrote:TheEmissary wrote:I am not sure how Toggles and Options are "Gamer Entitlement" features
When a toggle or options is put in the game when it does not fit the game design but rather is put in to try and please the audience. What I wrote was, "This era of gamer entitlement has led to the automatic assumption that there are modes, that there are toggles."
TheEmissary wrote:First of all throwing out "gamer entitlement" is like saying the gamer's are spoiled brats or whining for no reason. I have seen that term thrown out far too much that it could mean anything. One could argue the whole point of Kickstarter was to allow the developer to not only get directly funded but to get more in tune with what the community wants. By your definition you could argue the whole concept of the forums is gamer entitlement.
BentSea wrote:Toggles and options broaden the experience, and as much as they make the game available to people they otherwise would not be available they extend the core experience for gamers who can find more than one way to play the game. They are good game design when thoughtfully implemented and they are an acknowledgement that the fundamental systems that make a game great have a broader application that can be approached on multiple levels, vastly increasing the scope of a game with little effort.
Color Blotch wrote:True. Now, the actual question is - how much does it cost to "thoughtfully" implement n gameplay toggles. A thoughtful implementation means that developer takes an obligation to make sure that game plays properly with every setting in every possible combination. With 1 toggle there is twice as much testing and fixing. With 3 toggles - 8 times as much. With 10 toggles - 1024 times the testing and fixing work. And that even disregarding the kind of situation in which a particular game mechanic becomes completely broken with certain combination of toggles and needs to be completely reworked to accommodate for this. Does it sound particularly cost efficient?
BentSea wrote:you'd have to know how the code works at a fundamental level. WE(that is to say you and I) don't know.
BentSea wrote:You'd be surprised what incredibly complex changes come from just adjusting different systems and seeing how they interact together.
BentSea wrote:Your argument makes fallacious assumptions and reasoning.
Harpo wrote:I would like some toggles. Especially for supply scarcity and similar stuff. Yes, it will affect game balance - that's the point! I don't toggle on _scarce resources_ because I want a balanced experience - I toggle it on because I think it will enhance my gaming experience or because I think the _normal_ mode is the one that is unbalanced (too easy in this case).
And no, I am not convinced that InXile will be able to deliver a balanced gaming experience. For instance, I think there's a great risk that you end up with an abundance of ammo, money and medical supplies huge enough to completely spoil the difficulty of the game, making the end game a boring nobody-can-hurt-me-ever-run-through. They didn't get that right in any of the other post-apoc games, so why the high faith now all of a sudden?
Color Blotch wrote:BentSea wrote:you'd have to know how the code works at a fundamental level. WE(that is to say you and I) don't know.
It just so happens that I do know how code works, it's what I do for living.
suz wrote:Color Blotch wrote:BentSea wrote:you'd have to know how the code works at a fundamental level. WE(that is to say you and I) don't know.
It just so happens that I do know how code works, it's what I do for living.
Might want to look up what unit testing is then, it'll get your living a levelup
Color Blotch wrote:Might want to invent unit testing for gameplay balance, it'll get you a Nobel prize
Color Blotch wrote:BentSea wrote:you'd have to know how the code works at a fundamental level. WE(that is to say you and I) don't know.
It just so happens that I do know how code works, it's what I do for living.
suz wrote:Color Blotch wrote:Might want to invent unit testing for gameplay balance, it'll get you a Nobel prize
That's not the point of unit testing. It would cover the permutations you've posted earlier.
BentSea wrote:My argument is that a large number of toggles will be functionally working with no excess functionality testing and will have their settings picked based on a desired normal balance, and that being a given, that assuming that all toggles increase dev time to assure basic functionality is a fallacy.
Color Blotch wrote:"That" is never given. Unless you can guarantee that a certain setting has no side effects that propagates any further in the gameplay you cannot know it has no effects on balance. And with exception of some trivial minigames you cannot guarantee that. I never actually said anything about "basic functionality". Basic functionality is the easiest thing to make right. But then there are "incredibly complex changes come from just adjusting different systems and seeing how they interact together." If you happen to tie such an adjustment to a gameplay toggle, and then you have several of these, this is where you know you got yourself into serious trouble.
TheEmissary wrote:First of all throwing out "gamer entitlement" is like saying the gamer's are spoiled brats or whining for no reason.
paultakeda wrote:That means no options or toggles or modes that significantly alter a balance established by the game design or significantly affect the division of resources for game development.
BentSea wrote:*sigh* Affecting the balance is the POINT. Additional testing isn't required for creating my own game balance via toggles. That's the idea. If you're not arguing about basic functionality, then you're only arguing about balance, and some people like a game breakingly hard experience, and some people like a game breakingly easy one, and no additional testing is required if the basic functionality is there. I like all three, I like a well tested balanced experience, I like an experience where I can just walk through like a living god and destroy everything and just experience the story without investing any time or energy in combat, and I like going back and playing with all the crazy hard settings turned on and things like permadeath so that I can't play with the same characters again..
If the point is to let the player play a non optimized experience, and you're not arguing about basic functionality, then what exactly are you arguing needs to be tested? That my unbalanced gameplay experience is unbalanced just right?
You're a little all over the map on this. People are not asking for the game to be balanced for every level of player, here, they're asking for systems and the chance to change the way they interact together to find the balance that they like for themselves. "I like playing the game with enemy health cranked to 200% and permadeath turned off so I don't have to restart the whole game every time I slip up in a really intense and dramatically difficult fight, that's how I love it. " or "I like playing with enemy health at 50% cause I don't like the game to be hard, but with permadeath and survival mode turned on, I really love the immersive experience I get and the way the game forces me to play differently."
You may have had a point when you were arguing for basic functionality(an unproveable one that would be up for a developer to decide on a per toggle basis), but you lose it completely when you shift your argument to only argue that they need to test for balance issues in every case and not only in the "normal" case.
Color Blotch wrote:Harpo wrote:I would like some toggles. Especially for supply scarcity and similar stuff. Yes, it will affect game balance - that's the point! I don't toggle on _scarce resources_ because I want a balanced experience - I toggle it on because I think it will enhance my gaming experience or because I think the _normal_ mode is the one that is unbalanced (too easy in this case).
And no, I am not convinced that InXile will be able to deliver a balanced gaming experience. For instance, I think there's a great risk that you end up with an abundance of ammo, money and medical supplies huge enough to completely spoil the difficulty of the game, making the end game a boring nobody-can-hurt-me-ever-run-through. They didn't get that right in any of the other post-apoc games, so why the high faith now all of a sudden?
What you ask can easily be fixed with a mod. And no, I don't realistically expect the game to be perfectly balanced, but somewhat balanced, for as long as developers focus on polishing core gameplay, is perfectly achievable. And somewhat balanced beats completely off-the-wall broken any day.
Harpo wrote:I'd prefer if they didn't deliver a half-done flawed game and rather decided to include the toggles.
Harpo wrote:I think leaving essential options for a mod is a big mistake and also a weak argument. Why? Because the argument can be made for everything! The argument could also be easily turned around: "the toggles can easily be removed in a future mod"
Krisko1974 wrote:Or in short: Please implement only ONE difficulty setting.
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