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Old November 24, 2013, 10:36   #81
taptap
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In my opinion the approach to grinding is a question of responsibility in game design in an unabashedly paternalistic sense. There is an awful amount of people who mainly play to kill time and to them sheer length or even unlimited playing very much looks like the main feature of a game, even if it has nothing else to offer. I believe a game should last as long as it can offer some nourishment and then it should end.

I was playing in / programming for a MUD back in the time and we had players who put in hundreds of days of playing time within a few years (not counting idle time) and the same mechanisms were later exploited endlessly in MMORPGS to get players hooked and p(l)aying.

Now roguelikes are much more solitary, but you get the point. Say, if you take out the equipment / skill progression out of Angband, how many floors could you fill with interesting play?
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Old November 24, 2013, 12:07   #82
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Originally Posted by taptap View Post
In my opinion the approach to grinding is a question of responsibility in game design in an unabashedly paternalistic sense. There is an awful amount of people who mainly play to kill time and to them sheer length or even unlimited playing very much looks like the main feature of a game, even if it has nothing else to offer. I believe a game should last as long as it can offer some nourishment and then it should end.

I was playing in / programming for a MUD back in the time and we had players who put in hundreds of days of playing time within a few years (not counting idle time) and the same mechanisms were later exploited endlessly in MMORPGS to get players hooked and p(l)aying.
This is an interesting point, but on the whole I don't think it applies very well to Angband. I think that people who are looking to kill time will usually find a way; surely it is better that they kill time with Angband (or Windows solitaire) than a paying MMORPG or a gambling site?

While I can see where you're coming from with the responsibility issue, I (a) am really uncomfortable with being paternalistic, even for good reasons and (b) think it is probably counter-productive. I'd rather be giving people the chance to learn to moderate their own behaviour than trying to indirectly moderate it for them.

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Now roguelikes are much more solitary, but you get the point. Say, if you take out the equipment / skill progression out of Angband, how many floors could you fill with interesting play?
Some would argue that Sil has answered that question

Interesting is kind of relative, though. Which is more interesting, ten levels of steadily increasing difficulty, or nine levels of sameness and then a gut-wrenchingly terrifying greater vault? IMHO the answer will vary from person to person and time to time.
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Old November 24, 2013, 15:12   #83
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@taptap: Interesting point, and one that should probably get more consideration (paternalistic or otherwise).

However, I'd (as politely as possible) point out that Angband is just about the least nourishing RPG ever. There is no plot. There are no characters. You just borrow through a randomized dungeon, killing stuff or running away, until you reach the end; then you quit (or, as the game itself so nicely puts it, "commit suicide"). It's existential nausea in a game.

What does it teach, or otherwise provide the player?
- Typing (maybe, sometimes, with varying efficacy)
- Tactics and strategies, mostly limited to Angband itself
- Entertainment (sometimes)
- How to be a better Angband player

That's not a hell of a lot. And really, I don't think a lot can be done about it, even by reducing contents. We've seen that already with Sil; it just makes people play more of it to compensate.

All that being said, I think there is hope. When I was a (dorky) teenager, I played way too much Angband; these days I don't play nearly as much, even when I have the time, and despite maintaining a variant that's tailored to my preferences. People may develop healthier habits as they mature.

But you're right - kids getting hooked on so-and-so fun timewasting game is definitely still a problem, even if they grow out of it. And it would be nice to have some measures against that.
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Old November 25, 2013, 11:12   #84
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What does it teach, or otherwise provide the player?
Also it trains attention, patience, serenity and accuracy.

And as Nick mentioned it
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gives people the chance to learn to moderate their own behaviour
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