RPGs in general have always been associated with the idea that abstract qualities can be quantified -- everything from strength and agility to personal charisma and willpower. The concepts have become so tied together that saying something has elements of an RPG usually means "you make numbers go higher." Games like World of Warcraft and EVE Online both have extensive information available about the numbers behind the working of the game.
On the other hand, people have complained that the emphasis on numbers turns the game from an exercise in play and experimentation into differential calculus. And there's certainly room for games like Final Fantasy XI, which gives enough information for comparison without going into detail about what a given value actually does. On the other hand, by removing contextual comparisons, it becomes difficult to figure out what effective difference there actually is between Accuracy +3 and Accuracy +5.
So which do you prefer in a game? Would you rather tend toward having all of the numbers laid out in front of you, even if it means needing ornate spreadsheets to enjoy everything? Or would you rather keep as much of the system as possible under the hood and invisible?
Reader Comments (21)
Posted: Mar 16th 2010 1:41PM (Unverified) said
Numbers are critical.
The only reason to hide the numbers is if your game design is so broken that revealing them shows that just one or two classes/weapons/skills are better than everything else. A good game will be balanced so that most everything has it's place.
The way to encourage people to explore different skills is to offer a free respec at a few milestone points of the game. That way people can try stuff out, without feeling like they need to research for hours to learn everything about a class before they can play it.
Min-maxers will always be there, nothing can stop that because it's human nature. The only thing you can do is ensure that they won't find anything that makes them far more powerful than the average player.
The only reason to hide the numbers is if your game design is so broken that revealing them shows that just one or two classes/weapons/skills are better than everything else. A good game will be balanced so that most everything has it's place.
The way to encourage people to explore different skills is to offer a free respec at a few milestone points of the game. That way people can try stuff out, without feeling like they need to research for hours to learn everything about a class before they can play it.
Min-maxers will always be there, nothing can stop that because it's human nature. The only thing you can do is ensure that they won't find anything that makes them far more powerful than the average player.







