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Phase I of Alpha Two testing will occur on weekends. Each weekend is scheduled to start on Fridays at 10 AM PT and end on Sundays at 10 PM PT. Find out more here.
Check out Alpha Two Announcements here to see the latest Alpha Two news and update notes.
Our quickest Alpha Two updates are in Discord. Testers with Alpha Two access can chat in Alpha Two channels by connecting your Discord and Intrepid accounts here.
Do you like impactful, character-shaping choices in games?
aaronvienneau
Member, Alpha Two
Call me old-school, or "hardcore", but personally, I'm a massive fan of games that face players with character-shaping decisions that cannot be easily, if ever,reversed, save starting a new character, or completing a difficult quest. First, I'll give a concrete example of a system that explores this paradigm, and then weigh the benefits and disadvantages.
A system that implements the aforementioned model might be a perk system that allows players to choose from a large set of modifications that alter the affects of their main skills. One of the biggest advantages I see to a system like this is that it forces a player to think critically about how they'd like to play, and build, their character before actually building their character. As a result of this critical thought (or lack thereof), you create a player-base full of unique high-leveled characters that contribute different strengths to end-game content, instead of the same cookie-cutter high-level builds. This last advantage cannot be overstated: it requires players to explore their perceived "perk mistakes", and perhaps discover things that they wouldn't have normally discovered.
Obviously the disadvantages to a model like this is that players can't easily undo mistakes, and in some ways discourages experimentation.
I find that with newer games, developers allow players to fluidly change their builds with minimal effort or consequence, which usually just promotes meta-gaming (Picking the most efficient class and build).
On which side do you fall? Do you love character-defining systems that lend to a unique character feel? Or do you like the versatility that comes with fluidly changing your character?
A system that implements the aforementioned model might be a perk system that allows players to choose from a large set of modifications that alter the affects of their main skills. One of the biggest advantages I see to a system like this is that it forces a player to think critically about how they'd like to play, and build, their character before actually building their character. As a result of this critical thought (or lack thereof), you create a player-base full of unique high-leveled characters that contribute different strengths to end-game content, instead of the same cookie-cutter high-level builds. This last advantage cannot be overstated: it requires players to explore their perceived "perk mistakes", and perhaps discover things that they wouldn't have normally discovered.
Obviously the disadvantages to a model like this is that players can't easily undo mistakes, and in some ways discourages experimentation.
I find that with newer games, developers allow players to fluidly change their builds with minimal effort or consequence, which usually just promotes meta-gaming (Picking the most efficient class and build).
On which side do you fall? Do you love character-defining systems that lend to a unique character feel? Or do you like the versatility that comes with fluidly changing your character?
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Invincible Tank
Unrivalled Dps
Queen of Growlgate
Kraken Tamer
Super Cutie
H8 me cuz u ain't me
The other problem you have is when a developer starts balancing the classes after the game has launched. Let's say you are a player who only wants to play the best build, so you do your research and you carefully choose the path that is the best at that time. Then 2 weeks later the developers re-balance the classes and suddenly your build is one of the worst in the game. This will probably really piss you off, especially if you cannot easily change the path you have chosen, and will more than likely just quit the game.
"Well you forgot to pick up the hidden onion in chapter 2 by giving the scarecrow the secret handshake you learned from the random spawning toad, so now your character has one arm and farts uncontrollably"
You don't want cookiecutters, but clearly state that there are mistakes to be made. (methaphor being for: evershifting and/or crappy balance)
People will all the more look for already viable cookie cutters when they know they can't switch out of it. ESPECIALLY when we have hard content, people will find some good damage source builds and will want them/require them even more to even stand a chance.
So either the game is truly balanced in all aspects or this application of impactful choices is in my opinion the wrong way to do it. I don't really have an alternative tho, sorry.
I can be a life devouring nightmare. - Grisu#1819
You wanted to tank but picked the wrong class/subclass/perk and are slightly sub par in the damage absorb stats? Focus on gear that makes you vampiric and helps heal to offset.
This means even if they change the balance badly one patch your choices still count and matter and have consequence, but you're not completely SoL.
When it comes to my point about meta-gaming, perhaps I missed the mark, as I think that's more of a characteristic of the player themself than the game mechanics offered (If you want to meta game, you will do so regardless). I thought that maybe if games forced players to live with their choices, they'd be less likely to recreate their whole character JUST to achieve some minor efficiency in the current meta's most powerful build; whereas games that offer immediate fluidity might make it easier to meta game.
*Shrug* There are probably better, more interesting ways to achieve a feeling of necessity, but I've yet to experience it.
However, there are those who like to theory craft and with no ability to alter some of the choices that you make after the fact may result in less choice when it comes to theory crafting different builds and actually being able to implement them. This is a big part of the game for some people.