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#81 |
Knight
Join Date: Jan 2013
Posts: 710
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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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#82 | ||
Vanilla maintainer
Join Date: Apr 2007
Location: Canberra, Australia
Age: 57
Posts: 9,464
Donated: $60
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Quote:
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. Quote:
![]() 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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One for the Dark Lord on his dark throne In the Land of Mordor where the Shadows lie. |
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#83 |
Knight
Join Date: Jan 2008
Posts: 926
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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. ![]() 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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#84 | ||
Knight
Join Date: Aug 2009
Posts: 670
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Quote:
And as Nick mentioned it Quote:
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