sea
inXile Entertainment
- Joined
- May 3, 2011
- Messages
- 5,698
So do I. I do think that, in a single-player game, complete obsession with balance is a silly idea because you will never truly perfect it. What's more, most RPG studios tend to have individual designers working on individual parts of hte game, and naturally their different approaches to design will result in some parts of the game that are better than others with respect to balance. However, that doesn't mean you shouldn't try to get balance as close as possible with the resources you have, so long as it does not damage the final play experience.I disagree with this "balance uber alles" approach to game design. It's a waste of resources for the sole purpose of not hurting the retarded players' self esteem.
There is a huge difference between "X skill is worthless" and "X build is worthless." If players make mistakes within a fair system, then that is their fault and they should suffer consequences (the harshness of which is a matter of debate). However, when mistakes are not the result of the player's actions but rather blind luck, that is not fun, fair or entertaining, unless you are a masochist and enjoy restarting your game frequently. And of course, we already have roguelikes for that.
A game should be enjoyable for its target audience. Sometimes as a developer you don't have a choice in what your target audience is. Generally speaking if you want to sell enough copies to keep yourself in business, sacrifices are required. The bigger and much more realistic question is how much you are going to sacrifice, how, and whether or not those sacrifices are truly necessary.Not all games should be enjoyable, or even playable, by everybody. You, and Sawyer for that matter, seem to think that all games should be playable by everybody and enjoyable by almost everybody. Unfortunately, the sad result of this is that games designed with these goals in mind end up playable by everybody and enjoyable by few (or, at least, few with a triple digit IQ).
For instance, good interface design is one thing RPGs have really come to master in recent years. Does it help that those are in World of Warcraft, Dragon Age 2, etc.? Probably not, but I think it's very fair to say that a good UI definitely helps accessibility for games with complex mechanics. If you were to make a more hardcore D&D RPG but keep, say, the Dragon Age UI, I think that would drastically improve your sales potential.