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Original post by JohnJ
It depends a lot on the type of game.
For RTS style games, it's almost exclusively "POWER = EFFECT". There's little to no skill involved - basically just stats. Sometimes some skill (in the form of strategy) is mixed though.
For FPS style games, it's almost exclusively "POWER = (Player skill)". There's little to no stats involved - basically just skill. Sometimes some stats (in the form of weapon upgrades, etc.) are mixed though.
Personally, I prefer games where POWER = (Player skill) rather than EFFECT, because what's the challenge when winning against other players / NPCs when it's not you who's winning, but your character's stats?
In RTS games POWER = f(effect, skill), where effect = f(skill). What troops you have is up to you, and producing them is down to your skill. And the indication that there's little to no skill involved in RTS games is laughable, really - what RTS games are you playing?
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It is actually the restricted type of gameplay that seriously hinders one player to another in an online game. If the player's abilities are of the unrestricted type, then a level 1 player could actually take out a level 1000 player, just by being sneaky or clever.
Except that game would then cease to be the game it was, and become a totally different sort of game with a different focus. Just because the player involvement takes place before the engagement, does not mean that that involvement is any less valid - that's a pretty fundamental basis for most MMORPGs, and to remove it is not to improve it, but to completely change what it is.
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EFFECT would be leveling. PLAYER_SKILL would be courage, sneakiness, and cleverness. What is to stop a level 1 character from sneaking up behind and stealing a highly powerful weapon from a level 50 character? I bet that restriction is not something that seems reasonably realistic to the game world. And even if you can steal it, you would almost certainly need to be some specific level just to use it. Even more artificial limitations.
By blocking those dangerous mountains and powerful weapons from lower level characters, you are hindering their development artificially, causing them to remain at lower levels for a longer period of time. What is the reason? So they play the way you want them to? Rather than providing risks with rewards in your games, you're simply throwing up impassable walls.
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Or you could just allow the player to run by and grab it with a sequence and button. The higher level character would need to step out of the way to avoid the thief, smack them around to disrupt the action, or fight them to reclaim it. It wouldn't be something that could be done out in the open. The thief would need to wait until the player is distracted.
Oh, so you love quick time events and their like, good for you, but, really, having some 5 min old character steal that sword off you that you spent 10 hours getting, and hundreds of hours leveling and equiping your character to get, is going to lead to the complete and utter collapse of the game as everyone leaves - even the hardcores, because while they might enjoy the chance of someone killing them in combat and stealing their stuff (by besting them), they aren't going to like a level one character doing it to them.
You've missed the whole point and enjoyment of the games that do this. You'd destroy most character (stat) development (I added the stat to differentiate from character development in the narative sense).