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Barrels / Lockers everywhere with $1 in it, etc.

What needs to be avoided in the sequel?

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Re: Barrels / Lockers everywhere with $1 in it, etc.

Postby tuluse » May 17th, 2012, 10:15 am

Zombra wrote:See my post upthread regarding the game's economy (search this page for "133%" and you will find it easily :)) There is a big difference between playing a game and refusing to use its elaborate crafting system, and playing a game that doesn't have a crafting system in the first place. Does that make sense?

Wasteland didn't have crafting and, in my opinion, a major crafting system in Wasteland 2 would not fit into the atmosphere very well. Although I do like the idea of gunsmiths doing minor modifications to improve their weapon stats.


What if the random extra look only changes the math to 105% or something like that. Is it still a problem?
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Re: Barrels / Lockers everywhere with $1 in it, etc.

Postby Zombra » May 17th, 2012, 10:23 am

Mandemon wrote:It's work vs. rewards.

This is where we come to our fundamental divide. When I play a game, I do not want it to feature "work". Can't put it any simpler than that.

Now if a game must contain "work", then yes, that work should be rewarded. No game is 100% thrills; there are bound to be some dead spots where you need to do something to get back to the fun. These elements should be designed out as much as possible.

To me, the critical thing in every game is the magical ratio of fun per time, laughs per minute, smiles per hour, fist pumps per second, whatever you want to call it. Any game with a high FPT is one I will keep playing; a low FPT and I just won't be jazzed to double click that icon when I come home from work. I'll play something else instead - it's the most basic behavioral science. That's why I stopped playing MMOs - typically they are designed to keep you subscribed as long as possible, so they pad out your play with traveling from place to place and other "time sinks", not realizing that this sends FPT plummeting.

The phrase I've always heard isn't "work vs. reward"; it's "risk vs. reward". To me, that's a much more exciting design premise. At the risk of repeating myself, sifting through trash cans and lockers is not risky, challenging, or fun in any way. It's just work. :(

I just like my "garbage", it makes game world feel more lively. Containers, useless stuff... I want to see world for what it is, not filtered trough "This is a game."

I respect that, and at this point I'm not trying to change your mind. I think we've had a good chat here - seems like it's pretty much run its course, but thanks for the conversation.

Me, I prefer a game with less chaff and more wheat. :)
Last edited by Zombra on May 17th, 2012, 11:16 am, edited 1 time in total.
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Re: Barrels / Lockers everywhere with $1 in it, etc.

Postby Zombra » May 17th, 2012, 10:35 am

tuluse wrote:What if the random extra look only changes the math to 105% or something like that. Is it still a problem?

Obviously the significance of the problem drops as that percentage drops, but I'd say yes, it's an issue no matter what that number is. Even if there's zero benefit in trash digging, the illusion remains that you will end up with more, better stuff if you make sure to ransack every single room of every destroyed house and cut open every mole rat to check for diamonds. This is critical.

As long as the "dig through trash" button is in the game, OCD players and other completionists like myself will be compelled to press it. Maybe that's our fault for being OCD, but I hope the devs are designing the game with completionists in mind and not setting them up to suffer hours upon hours of busywork.
Last edited by Zombra on May 17th, 2012, 12:39 pm, edited 1 time in total.
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Re: Barrels / Lockers everywhere with $1 in it, etc.

Postby Mandemon » May 17th, 2012, 12:08 pm

[quote="Zombra"
I just like my "garbage", it makes game world feel more lively. Containers, useless stuff... I want to see world for what it is, not filtered trough "This is a game."

I respect that, and at this point I'm not trying to change your mind. I think we've had a good chat here - seems like it's pretty much run its course, but thanks for the conversation.

Me, I prefer a game with less chaff and more wheat. :)[/quote]


Very well, then we shall just agree to disagree. I don't see problem of having immersion helping "junk" around and I don't mind going trough those 100 lockers. You do, but we clearly have different mindset for this thing.
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Re: Barrels / Lockers everywhere with $1 in it, etc.

Postby Drool » May 17th, 2012, 10:29 pm

Zombra wrote:This is where we come to our fundamental divide. When I play a game, I do not want it to feature "work". Can't put it any simpler than that.

And everyone has different definitions of "work"; see: weapon degradation and maintenance.
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Re: Barrels / Lockers everywhere with $1 in it, etc.

Postby Zombra » May 17th, 2012, 11:28 pm

Drool wrote:
Zombra wrote:I do not want it to feature "work".

And everyone has different definitions of "work"; see: weapon degradation and maintenance.

I hear ya :)
That's why I would love to see maintenance automated as part of resting. But that's a conversation for that thread.
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