Re: episode 2: horrificly bad game design
Posted: Tue Nov 15, 2005 10:36 pm
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.
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.