
Originally Posted by
cforce
Ah-ha! I see where we're missing each other. The reason that there is nothing in my post to indicate that DDO meets the third criteria is: I'm not trying to claim that!
What I am trying to claim, to follow your format, is:
1. There is a continuum of players from those that have nothing at all (just started) to those that have everything (ultimate power gamers).
2. That game design needs to accommodate all of these.
3. That game designs that fail to accommodate all of these must adapt or fail.
4. Players "just not using" things cannot save a game that is failing because of #3.
I'm not claiming (here, anyway) that there is a game balance problem in DDO. I'm just saying that, when someone *does* raise a balance problem (and they do so because their main concern is #3), "don't use it" isn't a valid counterpoint.
I think, generally speaking, folks who raise balance problems are doing so because they're worried about #3, *not* because they are worried about the impact to their direct player experience by using said item personally. (At the very least, I can say that whenever *I* do it, that's my motivation.)