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List: Most frequent game design flaws in modern games

Started by August 14, 2005 10:58 PM
21 comments, last by Extrarius 19 years, 5 months ago
Quote:
Original post by Anonymous Poster
When you win/lose based solely on the equipment you carry, rather than forcing an opponent to make a mistake.


What games actually allow you to force an opponent to do anything? Normally you win (against an equal opponent) by acting more efficiently, e.g. by dealing more damage more quickly than your opponent.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote:
Original post by ferr
MMORPG, This should only be considered very loosely related to the RPG genre in its current state, right now it is the Grindfest Genre. You shouldn't ever have to say something like, "Finally, level 40!" while playing an RPG.. the usual conversation should be along the lines of:

Person 1: "I just got to the part where you find out EnemyX is your long lost brother!"
Person 2: "What level are you?"
Person 1: "30-something, I think."


After a while, once you've explored and played through the game with a character or two, many of the people that stay with an RPG-like/MMO/MMORPG/etc. type game do so for the "extras", like PvP or item finding/crafting. PvPers (and others) tend to try out many different builds in order to find the best mix. Thus, they are forced to grind. Playing the same quest for the 18th time in order to bring up a new PvP style is pure grind and will almost almays get you comments like, "Finally, level 40!". These people don't want to level. They've already leveled time and time again.

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Quote:
Original post by sunandshadow
Quote:
Original post by Anonymous Poster
When you win/lose based solely on the equipment you carry, rather than forcing an opponent to make a mistake.


What games actually allow you to force an opponent to do anything? Normally you win (against an equal opponent) by acting more efficiently, e.g. by dealing more damage more quickly than your opponent.
In every single MMO I've played, the easiest way to win was to have better equipment, because bonuses from equipment are larger than any bonus possible from player skill.

I believe by "forcing an opponent to make a mistake" the AP meant that you had outlast your opponent until they make a mistake, and then take advantage of that mistake.
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk

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