Plus I wouldn't see an issue with having character classes that are designed around professions. Why can't I be a blacksmith with mechanics similar to other classes (I would have certain techniques that I'd need to time to craft weapons at a forge and my success rate determines the quality of the item) and the ability to run my own shop and so on? You can downplay the grind by making in-game activities more varied and by promoting other aspects of the game for downtime, such as (another user pointed out) socialization.oneplus999 said:There's also economic balance within the game to consider, at least for WoW. You can't learn the higher level crafting professions until you are level 65, and that prevents people from being able to just make a bunch of level 1 crafters of every profession.
For the most part, though, I think the leveling time in WoW is way over the top. It doesn't take 6-10 days of gametime to learn your character. Once you already have a character at 80 who you can do raiding/pvp/whatever with, leveling becomes this relaxing sidegame you can spend time on when there's nothing else to do. But before 80, it's just a wall keeping you out of what most people consider the "real" content of the game.
I'd say it's much akin to an author having failed if the reader doesn't get to the end of the book.Slizaro said:"If a gamer does not complete a game, then they've wasted time, money, and design resources on content that the player never sees." After spending ~5 minutes trying to find words that explain why I can not completely agree with this statement and failing (There is something in the fundamental logic of the argument I disagree with, I just can't pin it down right now) I'll just link to a news post that comes close on a parallel issue. I'll have to think more on this.
http://www.escapistmagazine.com/news/view/102358-Deus-Ex-3-Team-Didnt-Get-it-at-First-Says-Director
"... the high cost of game development had created a culture where everything a team built had to be something that the player would actually see, so convincing his team to make things that might be missed entirely was difficult, and that he had to stress that the whole point was letting players explore the game however they wanted and not leading them around by the nose."
Why does it have to mean that the developer, necessarily failed if the player doesn't finish the game?
But how much of that 2 hours do you clearly remember? Maybe this is because I'm the exception and I enjoyed Portal without subsequently expecting its glorious descent from the heavens, but the only memorable part for me was the final boss fight. Mind you, I still had a lot of fun going through the game for that two hours, but the fact is that Portal was only 2 hours long because it didn't have enough significant moments to have it last more than that.Crunchy English said:And as for a pacing tool, that's a nice way of saying its filler. Well too bad. Portal was 2 hours long and it was perfect. Many people said that was because it didn't over stay its welcome. Point being, if you can't make the pacing of your game stand up for more than a certain number of hours, either you rewrite, rescale or you dump the project. You do not make players stare at boring numbers. Shame on players for doing it, too.
I beat Lance while 10+ levels below himIrridium said:I guess that makes me super awesome at Pokemon then, since I was able to beat gym leaders while being way below their levels.
Well all of them except Whitney in Goldenrod.
Fuck her and her Miltank.
Anyway, more on-topic. Good article, and I agree. However grinding still is a slippery-slope. There's always a chance of a game completely relying on it, rather than using it to strengthen the experience.
Will, Lance, and the Dark-Type Elite 4 trainer were massive pains for me. Will because his pokemon kept using confusion. And against the Elite 4 it seems whenever I get confused my pokemon always hurt themselves. With that Dark-type trainer its that damn Umbreon and Houndoom that really screw me up. And with Lance, well his Aerodactyle is a ***** to take down.John Funk said:I beat Lance while 10+ levels below himIrridium said:I guess that makes me super awesome at Pokemon then, since I was able to beat gym leaders while being way below their levels.
Well all of them except Whitney in Goldenrod.
Fuck her and her Miltank.
Anyway, more on-topic. Good article, and I agree. However grinding still is a slippery-slope. There's always a chance of a game completely relying on it, rather than using it to strengthen the experience.
I don't know... I don't really enjoy socializing all that much and it doesn't add anything to the game for me (the Multiplayer part of MMORPG is the last thing I care about).Crunchy English said:I'll accept the argument for Grinding as an equalizer, but as downtime or a pacing tool, it sucks.
If a game needs downtime there are better ways to get it. Socializing is one that any MMO can offer, so why not encourage that over grinding?
And as for a pacing tool, that's a nice way of saying its filler. Well too bad. Portal was 2 hours long and it was perfect. Many people said that was because it didn't over stay its welcome. Point being, if you can't make the pacing of your game stand up for more than a certain number of hours, either you rewrite, rescale or you dump the project. You do not make players stare at boring numbers. Shame on players for doing it, too.