Originally Posted by
Vhlad
“I had this battle, it was 3:1 and I LOST!” The player would say, “no no you don't understand. 3 is big, 1 is small. I had the big number, I should have won!”
So we adjusted our system to make the battles more like what the players expected. This time the player had 1, and the AI had the big gigantic 3. And lo, the player won. And I said “doesn't that feel wrong to you”? And the player said, “no? Not at all? I had tactics”!
True, the player wants to feel as though their own personal abilities allows them to overcome long odds, and they generally don't want the AI to have the same behavour. An inherent trait of humans is to want to feel as though they've contributed something; part of the fun comes from feeling as though you've defeated a tough foe (even if everything was still in your favor to begin with). Generally they don't want the same concept reciprocated. For critical hits, lowering base mob DPS yet increasing the variety through random critical hits provides enough of a danger threshold to feel as though you're facing long odds even though the mob DPS output is the exact same as before (under A_D's suggestion). Thus, you would create a feeling of 3v1 and yet the actual challenge is still weighted in the players favor.
There are many aspects of A_D's suggestion that, in implementation, will end up going against Sid Meier's "unholy alliance."
Or you're just misinterpreting it.
One thing we pretend as designers is that the player is good. You're really good. We want you to feel good about yourself while you're playing. This went off the tracks with Flight Simulators: early on they were accessible and easy to play. Then we got to every iteration where they went more complex, more realistic.. and pretty soon the player went from I'm Good to I'm Confused. My plane is falling out of the sky. The fun went out of it. Keep your player feeling good about themselves.
Replace "plane" with "pure sorc/wizard/favored soul/cleric/THF: barb/bard/fighter/paladin" and replace "falling out of the sky" with "being ***pwnt, 1-shotted, unable to have aggro, becoming squishy as hell, unable to kite, unable to tank", and we'll have A_D's suggestion. It will totally suck the fun out of so many class/race combos.
That replacement doesn't make sense. Sid is talking about the age old distinction between depth and complexity; depth makes the character have to think harder or play smarter or react faster in order to succeed, while complexity just acts as a barrier that the player must pass before they can have fun. In the case of flight simulators, they were so overcomplicated and had so much pointless stuff in them that players had to jump through hoops and learn boring things and memorize meaningless concepts before they could enjoy the game. A better method is to create a control scheme and an overall game that makes the player feel as though they are contributing to their success with every action they take rather than having to sleep through pointless things to do so. In this case, removing heavy fort supports this idea, as it gets rid of a meaningless complexity (mandatory item slot) and adds in depth by forcing decision making and effort by the player (determining if the build could hit an AC threshold and then assembling the gear).
The player's role in this: they need to suspend their disbelief. Take on the mantle of king, or pirate, or whatever it is. That's part of the bargain. I think in some ways those of us that are old-time designers have a bit of an advantage because we worked in the good old days of 16bit graphics, we really had to work hard to get the player to believe they were building an empire or whatever and that helps a lot in the challenge of getting the player to suspend their disbelief.
Replace "take on the mantle of king/pirate/whatever" or "building an empire" with "playing a hero of stormreach". Having a 20 sorc or barbarian run away from 1 single epic monster (that has 20x more hp than the player) because they don't want to be triple-crit 1-shotted again is a good way to make me lose my suspension of disbelief, especially when death penalty starts stacking.
Take it up with turbine. They set the hp values and the dps numbers. However, the whole point, I think, of epic, is to have players face things that are actually a challenge to them (think of it as globally nerfing the level scale, so that level 20 = pnp level 5, or something). Running away can be an important mechanic and is entirely realistic for a level 20 barbarian facing a superior foe to do.
Mutually Assured Destruction is another thing to think about: who remembers the Cold War? We didn't blow each other up because we knew the other side also had nuclear weapons. The player can destroy the game experience any time they like: they can cheat, quit, play wrong. As a game designer, we can mess up the game as well: lose the thread of fantasy... at Microprose years ago, there was an adventure game, you adventured down to the castle to see the king, and when you got to the king it was revealed to you that the king wasn't the good guy, but the Bad Guy, and you had to go back to the beginning to do it "right". That was us messing up the game. "Imagine the look on the player's face when all this work they've done was in vain!" No: they're going to think, I just wasted 8 hours on this stupid game.
Yeah, obsoleting most of my characters (which are pure, non monk splash) in one fell swoop would sure as hell make me think, I just wasted X hours on this stupid game.
Check my post. They wouldn't be obsolete, you'd just have to make them more well-rounded. You can hit relevant, no crit-confirm AC on any non-epic caster. Also, following A_D's idea, you'd just adjust base mob DPS so that they're the same as they are now even though they can crit.
Players want to be in control. They don't like randomisation so much. Any kind of randomness needs to be treated with a lot of care. Great natural disasters. Wouldn't that be cool? Plagues. Volcanoes. Randomly. No. It wouldn't be cool. Again when something random happens, PARANOIA strikes. The computer did that just to make your life more difficult just when you're about to win. Randomness at a low-level helps with replayability and variety, but be careful with it at a significant level.
Critical hits against players at end-game is a significant level of randomness, akin to a great natural disaster in Civ. Monster HP and damage is so high, and store-bought healing is so low, that the critical hit discussion is appreciably different when talking about low-level vs high-level. At end-game, it doesnt feel good when you are critically hit for 400 and all you have is a cure serious pot for 24. It especially doesnt feel good if it happens multiple times in a row, or consistently because fortification is now tied to AC, and your class/race combo is incapable of obtaining meaningful AC. Such a change would make it seem like the game (or the dev) is out to get us.
Sid Meier is misusing the term randomness, in this case (or you are). See, there's pure, coin-toss randomness, which I'm sure nobody would have fun with, and then there's predictable simplicity, which I'm sure is equally as boring. The proper way to design a game is to provide enough unpredictability that the game has some semblance of variety, yet allow the character to do something to control it. The classic concept of 'man over beast', in this case, applies the best.
Humans have it in their nature to want to tame the wild, the 'untamable', and the desire that their actions and choices can actually affect the outcome of an important event is the cause of feelings of control, power, and dominance. The opposite feelings occur (feelings of injustice and spite) when a purely random event punishes a player through no fault of their own, as Sid identifies, and will make a player want to quit. On the other hand, something that rewards a player for their actions and legitimate choices (i.e. increasing AC in order to avoid criticals or playing in such a way that you limit critical hits inflicted on you) creates a feeling of congratulations, and it is this feeling of congratulations for their actions that motivates a player to play. This assumes that the choice is actually relevant and not forced (as players are now forced to wear heavy fort).
In the end, variety prevents players from shutting off their brain at the game, and this variety can only be introduced by either inserting a human element or creating systems that have random tendencies. The key thing is, the game should be designed in such a way that they can see it coming (dangerous looking mob), protect against it ahead of time (go for high AC), and avoid it while it is happening (evade the mob, break aggro, or stay back). So yes, pure randomness, sucks, but so does simplistic monotony, and the best is a balance that empowers the player with meaningful choices and creates a feeling of 'man over beast'.