Quote:Original post by Edtharan
Quote:The onus is on the designer to remove 'idiotic' choices altogether. |
So an idiotic choice, say "getting hit by an enemy attack", should be taken out of a game.
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I think you're stretching the limits of the definition of an 'idiotic choice' in your example.
In combat I don't generally "choose" to be hit by an enemy. There's no "be hit by enemy" button that I can click that will cause the enemy to hit me, and if there were, I would probably never click it. Such an option would indeed generally be idiotic, which is why it doesn't show up in all that many games.
Getting hit is a risk that is taken which is balanced against the reward of XP, drops or whatever that the combat offers me. The decisions are therefore: "Do I engage this enemy?" and "How do I engage this enemy to minimise my risk and maximise my gain?"
There might be some special attacks that trade defense for attack: again, these are tradeoffs, and therefore generally not idiotic. For example, a frenzy type ability might sacrifice defensive fighting (and thus increase the chance of being hit) for increased offensive power, working on the principle that the best defense is a good offense.
There are even cases where being hit is
desirable. NWN had a couple of spells that did retributive damage to enemies that attacked you: if you cast these, you often WANT them to hit you to maximize your damage output. In these cases, a "Get hit by enemy" button might even prove useful. Of course, you'd only want to use it if the retributive damage it does to them is proportionally greater than the damage they can do to you...
I can see where you're coming from though. Where do we draw the line in terms of protecting the player from himself? At what point does a particular choice cease to be merely "bad" and becomes "idiotic", and thus deserving of being removed from the game?
I'm not sure there's an easy objective answer. In the example given of character creation, it's easy enough to see that allowing the player to create a character you know right from the start will be unable to complete the game is not going to result in a good user experience. Expecting the player to make intelligent choices right at the start of the game, before he's had any real chance to explore the game world and familiarise himself with the mechanics is a little too much, and if the consequences of those choices are guaranteed failure then it's simply not fair.