Showing posts with label simulationism. Show all posts
Showing posts with label simulationism. Show all posts

Saturday, November 23, 2013

Taking the idea of 'extending' to table top

A problem I have in a classic dungeon exercise is that really the players could simply back off and heal often at any time (generally nothing in the game world (atleast as I envision it) naturally stops this - only if I force an event to stop it from occuring, can it be stopped)

However after playing dragons crown, they have a mechanic where every dungeon you do after the first has an increase in gold and XP gained. If you were to go back, this resets back to the default.

I'm really liking this. In the past I've considered having enemies remove treasure from the dungeon if the players withdraw. But that's kind of missing out on something - don't gain for being bold, you just miss out if you are not bold. Of course the opposite is quite simple - have it possible to gain more treasure. Of course a bit of a simulationist attitude blocks this idea from being cognised. Because why would more money appear? But having played it, I know it's fun! So the reason more money would appear is that its fun (it's a particular type of fun and delivers it nicely).

Thursday, January 17, 2013

D&D hit point whittling - simulationist mechanic?

You know, go into a dungeon, some goblins scrape a few HP off you, you press on.

It's a stupid move, when you could just go back, rest up, return at full health. Smartest to go back and rest after every fight.

And I know, it jars to think of it!

But it's true.

So here's the proposition - that hit point whittling is essentially a simulationist mechanic - and I mean that in that it will draw you towards simulationism. Because gamism wise you are playing really badly, whilst at the same time you are stubbornly not retreating, fretting about your lowered HP and so playing right into the hands of emulating a certain genre. Simulating it.

Now on the other hand I have played in games where say there's a magical barrier and once you pass through it, you pass back - you have to find some other way to escape. Or you go through a portal and it deposits you somewhere and the portal closes behind you. In these cases (assuming you can't rest in the dungeon), I say and grant it's still gamism - losing a few HP here and there is a big deal. It's a death of a thousand cuts - and here's the thing - not a simulated death of a thousand cuts (as is the above example of pressing on with reduced HP - when you could just go back and rest), it's potentially a real death of a thousand cuts!

It's the thing to ask about your game - as you wander through the halls of a dungeon at less than full health, is is a frightening trek into the unknown, or is it a simulation of a frightening trek into the unknown, supported by a stubborn disinclination to go back to town and rest?

Tuesday, July 3, 2012

Thoughts for game designers: Thrilling combat - what is your game about?

What is combat about, in your game?

Is it just aiming to be a simulation of combat in real life? Well in real life it's kind of a hack fest until one drops - the reason that's exciting, or even just plain frightening, is perma death.

If combat in your game is about 'wanting to win' more than it's about simulation, then what do you win from combat? Basically it's an easy formula - the more you stand to win, the bigger the excitement.

The formula continues that the longer it takes to get there (ie, were waiting for hit points to go down), the more the excitement is reduced. I'd really recommend having a chance on each attack of one shotting the other warrior. Because instead of going "oh, I did 5 damage...and he's got 95 to go...well, what's the point of watching in the next few seconds to a minute? Nothings going to happen" they watch in anticipation because at any point one guy could be dropped instantly.

But again, the excitement is a multiplier of the potential reward.

Which is generally an issue to online game designers, because they want to spread out rewards over a long period of time. Sadly, even in big name mmorpg, the designers seem to have gone 'Oh, just in case someone grinds for eight hours each day, we'll make all the rewards really, really damn small'. Which sucks and is lame design. At the very least you could simply have someone have X number of chances per day of a big reward, thus the grinder does not break the reward spread AND you don't have to make the rewards pathetic - they can be substantial.

Anyway, for a long time I concentrated on how to make combat options that were exciting. But after a long time I came to the conclusion it was like flogging a dead horse. All the combat options in the world doesn't make combat exciting if the reward is pathetic.

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I originally posted this over at indie resource in reply to another poster. But it warrants it's own post here, as well.