Old One
Arcane
If I could find an impenetrable game I would try it just for the novelty - and to read all the negative reviews.
You imply that the ennobling of the frustration/struggle is therefore fake and founded on bias, but there's no logical basis to suggest this. A grognard can be bitter about how kids these days get a billion songs on to their iSkedadoodles when he had to record his favourite songs off late night radio on cassette - but that doesn't mean there was no meaning behind that difficulty and that the point is not valid. This is similar to when people trot out nostalgia not as an argument but as an emblem, as if just pointing out something you liked happened a long time ago automatically makes your argument based on poor memory and bias.
The point of my post is that I fundamentally disagree 'having fun' is about eliminating anything momentarily frustrating to try and reach some perfect distillation of indulgent experiences, and the long tradition of 'play' across many civilisations is testimony to that. And I fundamentally don't believe that making things 'easier' for the player or getting rid of 'furstration' in a game experience is a good thing in itself. If anything, neither frustration or ease-of-use are inherently positive, because what matters is crafting a sense of meaningful challenge, consequence and achievement over the course of the game rather than jerking them off every 5 seconds (or killing their characters and deleting their savegames every 5 seconds, for that matter).
Again, I know you aren't exactly advocating Dragon Age 2 here, I'm just using you to rant and rave in the grand Codex tradition.
Yes, I think it is actually entirely possible that every generation has gotten worse and weaker and lazier and more lascivious and worse at RPGs than the prior generation. It is possible (but I think less probable) that the Second Coming will actually happen in our generation, even though every other generation before us expected it to come in theirs. But the more likely fact is that things plod on much as they always have, conveniences replace inconveniences and new inconveniences arise to fill the gaps, and the world gets more crowded and richer. Some day whippersnappers will take about how they had to put up with loading delays and make careful decisions about whether to enter a new zone or not.
I read a lot so considering that the game was in development for 10 years that would be quite a list.So has anyone asked VD to dump the things he read during the epic dev cycle of AoD yet?
Probably not because game design is a concept as fluid as the millennials' genders. Even if it's the course is RPG-oriented, there's a huge difference between Fallout's design and Fallout 4 design not to mention between Fallout and Dragon Age: Inquisition. I assume that no course will ignore the latest and greatest RPGs that sold bajillion copies and focus on RPGs that sold fuck all and bankrupted the studios. So the only reason to pursue such "education" is to get a job in AAA studio, provided they think it's a bonus.Also would you say pursuing an education in game design is useful or helpful in any way since mainstream gaming has gone down the drain in the last years and it's exactly because of design for the lowest common denominator?
Hardly a mystery. There is a huge difference between twitch-based challenge and ruleset-based challenge. Games that tested players' reflexes and reaction were always popular. Games that tested players' understanding of odds-based mechanics were always a niche genre. There's a reason why RPGs nearly went extinct and the only way to bring them back and make then "popular" was by adding stats to shooters and action games.People who say that players today don't like or can't handle challenging games with long learning curves need to have some explanation for the fact that the top games on Steam are MOBAs, survival sims, hero shooters, and Counterstrike...
It is nothing without microcontrol skill, back then I played dota no matter what you know - team with micro will tear you apart, because guess what - they have same information, and now when internet is everywhere there are tons of guids for a game popular like moba. So it is actually a question how many of them do brainwork.MOBAs are not (solely) twitch-based challenge. The rules are quite elaborate and people spend absurd time min-maxing and doing spreadsheets and so on.
Sure and that's how RPGs start. The first fights are easy and don't use any "advanced gambits". Anyway, my point is that your mind needs to work a certain way to dig chess when it's introduced to you by "a gentle, personalized tutorial". If it doesn't, no tutorial will help you. So either you look at the spreadsheet porn and get fascinated by the possibilities or you don't.MOBAs are not (solely) twitch-based challenge. The rules are quite elaborate and people spend absurd time min-maxing and doing spreadsheets and so on.
And yes, of course chess relies on tutorials. How many people learn chess from picking up a book and playing against an expert vs. from a teacher, a father, a brother, a friend, etc. who starts off with the basics, doesn't use advanced gambits and tricks on you, etc.? Almost everyone who plays chess was introduced to it by a gentle, personalized tutorial.
I can't imagine something more disgusting that what you proposed.Probably less people would be frustrated if the tutorial was as involved and hand-holding as the new XCOMs, where you're told exactly where to go/shoot/grenade etc and it's impossible to even do dumb shit to fail.
Could probably do it pretty easily as a series of arena fights: This guy dodges, hit his legs! This guy has a shield and heavy armor but no helmet, stab him in the face! You're in the corner with an archer, but a melee guy is closing in. Use fire to block off the melee guy and keep the archer pinned, then kill archer, switch to melee guy when archer is dead etc etc)
I'd say this would take a lot of the fun out of the game though. Ruins the discovery of advanced techniques when you're just told what to do up front.
And doesn't help people building themselves into a corner by putting skills in random places anyway.
I'm confused. Do you think the same number of people would play chess if there wasn't a "tutorial" of someone teaching it to them? Because at the outset it seemed like you overlooked the way people learned chess, suggesting that chess lacked a tutorial, whereas now you seem to agree that everyone learns it through a tutorial but are arguing that the tutorial makes no difference to whether people enjoy chess or not?Sure and that's how RPGs start. The first fights are easy and don't use any "advanced gambits". Anyway, my point is that your mind needs to work a certain way to dig chess when it's introduced to you by "a gentle, personalized tutorial". If it doesn't, no tutorial will help you. So either you look at the spreadsheet porn and get fascinated by the possibilities or you don't.MOBAs are not (solely) twitch-based challenge. The rules are quite elaborate and people spend absurd time min-maxing and doing spreadsheets and so on.
And yes, of course chess relies on tutorials. How many people learn chess from picking up a book and playing against an expert vs. from a teacher, a father, a brother, a friend, etc. who starts off with the basics, doesn't use advanced gambits and tricks on you, etc.? Almost everyone who plays chess was introduced to it by a gentle, personalized tutorial.
Probably less people would be frustrated if the tutorial was as involved and hand-holding as the new XCOMs, where you're told exactly where to go/shoot/grenade etc and it's impossible to even do dumb shit to fail.
Could probably do it pretty easily as a series of arena fights: This guy dodges, hit his legs! This guy has a shield and heavy armor but no helmet, stab him in the face! You're in the corner with an archer, but a melee guy is closing in. Use fire to block off the melee guy and keep the archer pinned, then kill archer, switch to melee guy when archer is dead etc etc)
I'd say this would take a lot of the fun out of the game though. Ruins the discovery of advanced techniques when you're just told what to do up front.
And doesn't help people building themselves into a corner by putting skills in random places anyway.
The game is feedback.Imagine the only way to play chess was to read a chess manual and then play against other players who wouldn't give you advice or feedback. No effect on player base? I'd humbly suggest you're crazy if that's what you think.
You know I keep going back a couple pages or so to engage in the debate and I keep seeing you erecting strawmen (e.g. decline of the men of the North meme against Tigranes) with people who appear to have every intention of sincerely discussing the issue with you. Are you emotionally invested in this to the point that you cannot argue in good faith? It's really bizarre to see this coming from you of all people.So, this began as a discussion about whether, when a player cannot grasp a game, the game developer has any responsibility, or whether the fault lies with the player. My points are that (1) contrary to popular Codexian opinion, if you look outside the context of narrative-intense single-player-exclusive games, modern players have no objection to challenge or complex systems; (2) that it is pretty obvious that players' objections are to something other than challenge and complexity, and that is probably to opacity, dead-ends and other unpredictable traps, academic learning in non-competitive games, and replaying of static or narrative content; and (3) that developers could avoid scaring off players with systemic complexity in narrative games if they did a better job of explaining the systems to avoid opacity and avoid unpredictable traps.
It seems like, despite a lot of bellyaching about how tutorials are for idiots, everyone now agrees that they're wonderful necessities, it's just that you guys think that every RPG already has a perfect tutorial and I don't. As long as we all agree in spirit, that's fine, we now concur that developers have an obligation to teach the game systems to the players, and it strikes me that the only measure of whether a tutorial is good is whether it works, so if large numbers of players are quitting your game because they don't understand the system, that means the tutorial is bad even if the systems are brilliant. Since we all now agree a tutorial is necessary, then we can all agree that such developers are at fault and we can hold hands and be happy!
Notwithstanding the fact that this is in an AOD thread, I never particularly cared about the application of the general principle to AOD, which I loved and have tried to encourage others to play. I was more concerned with correcting the erroneous claims people made above, including: (1) players don't expect tutorials in other kinds of games like RTSs; (2) players don't like challenging games; (3) MOBAs are all about twitch reflexes, etc. Whether AOD does or doesn't have a good tutorial is totally beside the point as far as I'm concerned -- equally so as to whether, say, Worlds of Xeen has a good tutorial, because I have no ability to change the past. I am only concerned with finding a way to get more RPG players interested in playing systematically complicated RPGs.
That said, I don't think AOD ever guided the player through a huge variety of meta-gameplay concepts (like skill-point hoarding), either in the tutorial or through the way the game progressed. The best kinds of tutorials aren't done with long, tedious exposition at the outset, but by quickly teaching the player enough to play and then adding in new complexity as you go. (RPGs have the problem that so much turns on the initial character creation that you have to do a fair amount of education right at the start.) In that sense, I agree with Lithium Flower that AOD does a pretty decent job with some aspects in this regard, but it's somewhat unfortunate that it teaches primarily through fail-states and not through some other means.
I think AOD probably would be improved if it did more to offer premade builds and progression advice for amateur players, while leaving experienced players the leeway to do atypical builds that open up whole new vistas.
It seems like, despite a lot of bellyaching about how tutorials are for idiots, everyone now agrees that they're wonderful necessities, it's just that you guys think that every RPG already has a perfect tutorial and I don't.
(...)
I was more concerned with correcting the erroneous claims people made above, including: (1) players don't expect tutorials in other kinds of games like RTSs; (2) players don't like challenging games; (3) MOBAs are all about twitch reflexes, etc.
>addresses MRY's arguments
(And going beyond MRY a bit to rail at strawmen now
>addresses hypothetical extreme positions
Again, I know you aren't exactly advocating Dragon Age 2 here, I'm just using you to rant and rave in the grand Codex tradition.
I guess I just figured that people could tell the difference between tongue-in-cheek teasing and strawmen, but apparently not.
Yes and I said how and why.Are you emotionally invested in this to the point that you cannot argue in good faith?
Is it quote from MRY? If yes apologetics continues."systemically complicated narrative games (including adventure games and RPGs) are partly culpable for the decline of those genres because they constantly confuse opacity, crappy interfaces, deathtraps, etc. for "challenge"