|
Post by KingSpoom on May 12, 2005 8:54:07 GMT -5
I've been chewing over the thought of responsibility for a while now. Not just for designers, but for anyone in the control category. I was wondering what you think the responsibility is of a designer when it comes to giving out information, allowing for advancements, or anything else of that nature.
Not to sway anyone into my way of thinking, but I always thought that there were a certain amount of givens for a situation, and as long as the designer created the opportunity for something to happen, it is up to the player to take that opportunity and make something of it. For example: In this situation, our given is that new towns represent new items and equipment for the party, the designer makes it known that there is a town (a town the player hasn't been to). I think it is fair to say that not stoping at said town before going to a cave is completely the player's fault. The fault, however, probably lies within the given. Not everyone thinks, "Oh, new town! Gotta stock up on better equipment, etc..." when they hear about another town. The situation changes depending upon the given, however.
So, how far does a designer have to go before it becomes the player's fault? Does he simply have to allow the town to be traveled to? Does he have to mention the town and nothing more? Does he have to have an npc suggest they stock up at the town before moving on? I'd like to hear some specific situations where you thought there was a design flaw like this, if you have any.
|
|
|
Post by Dungeon Warden on May 12, 2005 10:01:37 GMT -5
Most players will go to a town to stock up before going to a dungeon, it's just common sense. If there is some reason the party must go to a certian town, then the next dungeon can be inexcessable until they visit the town (ex. they need a key, new spell or ability to enter or the way is guarded and only someone in town can allow passage [either directly by removing the guard or indirectly by revealing a secret door].) If you play a lot of RPGs, you can see what the professionals do to make sure players follow the story line.
In this new climate of open-ended gaming, it is better to allow players to go where they want. If there is some reason they can't handle the next dungeon, this should be clear when they enter so they know that it is in there best interest to seek help. If they continue, it would be up to them to save their game so when they do die they will know what they are up against without losing to much time and effort.
The designer's main responsibility is to make an enjoyable, well-balanced game enviroment. Think about that would be fun and interesting for the player, not about what you can get away with. If you fully play test your game, it should be clear what is fun and what needs fixing.
By fully play test the game, I mean play in game (not test) mode so that you must fight every battle, try things out of order, skip towns, try to go to places you shouldn't go to until later, etc. to see if the game design works.
|
|
|
Post by BloodKnight on May 12, 2005 13:06:43 GMT -5
I think the designer's responsibility is to make sure the game is fun and manageable. If you're gonna make a hard game, give the option of an easy mode, and maybe limit what kind of endings players can get. With every new feature added, the game should make moderate use of it. Not making players use it too much, but have it become helpful when things get tough.
On the subject of difficulty, I think the designer has a responsibility to make sure there's balance. An easy way to do this is to have variable factors, that change as the player progresses. And I know DW's picking on me, but yeah lots of play testing not only to fix bugs, but to see how your game plays out through a gamer's eyes is required.
|
|
|
Post by Dungeon Warden on May 12, 2005 15:27:32 GMT -5
Hey, I wasn't picking on you. If anything I was remembering how many enemies I had to fight in Smurf's game because he play tested the game with the circle button down. There were several other buggy games that a simple play through would have revealed the problems with them.
Whenever you edit the game, it changes the data. If you continue a test save you might not notice some of these changes. Only by playing fron start to finish in full game mode will you get to see the game from the players point of view and see any bugs that need to be repaired.
|
|
|
Post by BloodKnight on May 12, 2005 16:37:08 GMT -5
Sorry. *shows love for debug menus* I recommend everyone make one of those.
|
|
|
Post by The Smurf on May 12, 2005 20:24:48 GMT -5
"I was remembering how many enemies I had to fight in Smurf's game because he play tested the game with the circle button down" jeez, i get it already... -the smurf
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on May 12, 2005 22:53:27 GMT -5
I don't know exactly what's allowed or not, but what I'd say is most important is the balance of difficulty and fun factor.
For say, with my whole game (I've plotted it all out pretty detailedly already), I make them go to the city before the dungeon after the city, then assume that they'll buy new equipment; and, I think this is fine.
I guess my basic theory is if someone needs to know something they need to be told it, but if they don't need to know something they don't need to be told it; and, that's the difference between telling them it in the mandatory+linear story and telling them it with a basic NPC townsperson.
That's pretty much all the thought I put into it. Basically, if you surprise the player in some way (sudden boss, boss with no save before, extra difficult dungeon), go easy on them.
|
|