episode 2: horrificly bad game design

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keoni
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Joined: Thu Jan 27, 2005 2:15 pm

Re: episode 2: horrificly bad game design

Post by keoni »

Noin, Pr0ger, I understand that there were *storyline* motivations given for building the temples. But that doesn't address the underlying failings in the design of the episode, from a game-playing perspective. Presumably, they were looking to interest and involve as large a percentage of the SoR population as possible. The Stele of Valor motivated some, the storyline-driven aspects motivated others. Had there been clear tactical/strategic decisions to be made, that would have widened the appeal to include the strategists among us. Had there been a 'shopping list' of rewards announced in advance, and they were half-way decent, that would have brought in a lot of people that just wanted some nifty new thing to play with.

The only motivation I can think of for doing it the way they did, is it gives them the flexibility to make it up as they go along, and make up the victory conditions after the fact so as to cooincide with their prefered outcome. The SoR player community deserved better than that.
Keoni of <Ouroboros Nocturna>
...are we having fun yet?>> off playin' Civ IV
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sehracii
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Re: episode 2: horrificly bad game design

Post by sehracii »

keoni wrote:The only motivation I can think of for doing it the way they did, is it gives them the flexibility to make it up as they go along, and make up the victory conditions after the fact so as to cooincide with their prefered outcome.
And after hearing the outcome today, I would have to beleive this is correct. :p
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michielb
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Re: episode 2: horrificly bad game design

Post by michielb »

sehracii wrote:And after hearing the outcome today, I would have to beleive this is correct. :p

Hmmm, guess my short attention span ran out a wee bit too soon so please what was the outcome as I decided to have some fun PvPing (in FPS a game designed for that purpose...(Spinfusor for teh win :P ))
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