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The Pivot model rebuttal

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Jan 27th, 2012
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  1. "Mechanics" should be perfect with no randomization so players can be proud
  2. of what they accomplish and feel that they have an effect.
  3.  
  4. "Acceptable Failure" you're saying randomizers here. That's all.
  5. Those are good for newbies who can't understand things anyway, but anyone
  6. who desires to accomplish something will see them as "in the way".
  7. Differeing wants, regardless of skill & intelligence, will differ opinion
  8. of this. You need to meet all expectations as accurately as possible as
  9. often as possible.
  10. Randomizations to keep interest and perfect difficulty balance. this is
  11. what you talk about here. Really, randomizations should never exist,
  12. the world's complexity and skillfulness to survive in should perfect match
  13. the player's intelligence and skill capabilities as accurately as possible
  14. at all times. A simpler world one can handle but is fully controllable without
  15. randomization is way more fun and satisfying than randomizations could ever be.
  16. The only problem is matching the complexity that the player can handle.
  17. (Randomness already exists enough in a living world structure! Just match the
  18. player's intelligence and skill!)
  19.  
  20. "Pivot State" Of course games change. OF COURSE GAMES CHANGE. The smallest
  21. to biggest changes always matter. You need to have many different kinds of
  22. changes to work with and manage their importance and frequency perfectly.
  23. Use the quantity/extremity tradeoff! That's what this is right here! It's
  24. that simple! The more of one, the lesss of the other! Just have things in the
  25. game that fit on all parts of the scale! For a simplified world, you need to
  26. spread these as evenly across the entire scale as possible. If you have only
  27. 3 things in the game that can change then you need to have 1 max out quanitity,
  28. 1 max out extremity, and 1 a perfect balance of the two. Also, all of these
  29. changes still need to match the intelligence and skill level of the player
  30. as accurately as possible
  31.  
  32. THE GOAL IS TO MATCH THE PLAYER'S INTELLIGENCE LEVEL WITH THE WORLD'S COMPLEXITY
  33. AND TO MATCH THE PLAYER'S SKILL LEVEL WITH THE WORLD'S DIFFICULTY! (Speed is
  34. the most important factor to skill)
  35.  
  36.  
  37. As for your examples.....
  38. no one ever focuses on the goal of "match intelligence and skill to
  39. complexity and difficulty as accurately as possible".
  40. Instead, they just think of a cool idea, decorate it, do some ABSOLUTELY
  41. PATHETIC changes in response to players to meet their demands then they
  42. just throw it out there. No mathematical thinking, no clear goal other
  43. than "make something fun". And what the fuck is "fun"? That's so
  44. opinionated! No one ever defines it or a goal for the game, they just
  45. throw it out there with whatever random bullshit they think up.
  46.  
  47.  
  48. Despite all of this, your writing is very good and you make good use of
  49. what things you mention.
  50.  
  51.  
  52. IMPORTANT FACT: WORK AND PLAY ARE BOTH INTERACTION. THERE IS NO SUCH THING
  53. AS WORK AND PLAY, ONLY INTERACTION. YOU ENJOY OR HATE WHAT YOU DO REGARDLESS
  54. OF STUPID LABELS! WORK IS USUALLY THINGS THAT REQUIRE BETTER CHARACTER TO DO.
  55.  
  56. IMPORTANT FACT: TURN-BASED GAMES CANNOT HAVE SKILL. ONLY INTELLIGENCE. SKILL
  57. IS LIMITED TO LACK OF PATIENCE. YOU COULD SPEND YOUR WHOLE LIFE EXAMINING A
  58. WHOLE SITUATION TO FULLY UNDERSTAND IT BEFORE TAKING YOUR TURN, TECHNICALLY.
  59.  
  60. IMPORTANT FACT: SKILLFUL ACTIONS HAVE INNATE RANDOMNESS
  61.  
  62. REBUTTAL: IF CHESS ISN'T DRAMA THEN YOU'RE SAYING RANDOMNESS IS. ALL FORMS
  63. OF CHALLENGE CAN BE DRAMATIC. CHESS IS A TEST OF THINKING. A CHALLENGE.
  64. IT IS THE ESSENCE OF DRAMA. CHALLENGES ARE TESTS OF CHARACTER ATTRIBUTES.
  65. TESTS OF CHARACTER ATTRIBUTES ARE ALWAYS DRAMA.
  66.  
  67. REBUTTAL: CHESS IS THE PERFECT EXAMPLE OF SOLID MECHANICS AND MULTIPLE PIVOT
  68. STATES. ITS COMPLEXITY IS FIXED AND NOT DESIGNED TO MATCH THE PLAYERS'
  69. INTELLIGENCE!
  70.  
  71. REBUTTAL: CHESS ALREADY HAS "TERRAIN" SIMPLY BY HOW THE PIECES MOVE AND
  72. CAPTURE! STATIC PAWNS AREN'T NEEDED!
  73.  
  74. IDEA: REMOVE CHESS PIECES TO MAKE IT MATCH PLAYERS' INTELLIGENCE BETTER!
  75.  
  76. REBUTTAL: THE BUTTERFLY EFFECT AND THE PLAYER'S INABILITY TO TRACK IT
  77. ARE BOTH EQUALLY GUILTY PROBLEMS. SIMPLIFYING THE GAME'S COMPLEXITY
  78. WILL REDUCE THE BUTTERFLY EFFECT ENOUGH FOR THE PLAYER TO TRACK. THE
  79. PLAYER BEING ABLE TO TRACK THE BUTTERFLY EFFECT IS A GOOD INDICATOR THAT
  80. THE GAME'S COMPLEXITY MATCHES THEIR INTELLIGENCE.
  81.  
  82. OBSERVATION: YOU FOCUS TOO MUCH ON A SINGLE, LARGE PIVOT STATE.
  83.  
  84. REBUTTAL: CHANGING TACTICAL OPTIONS AVAILABLE WILL ALWAYS GIVE ONE
  85. PLAYER AN ADVANTAGE AND THE OTHER A DISADVANTAGE SIMPLY BECAUSE
  86. TACTICS RELY ON DIFFERENCES TO BE ADVANTAGEOUS! (starcraft example)
  87.  
  88. OBSERVATION: COUNTER STRIKE BECAME VERY POPULAR AT FIRST BECAUSE
  89. IT CONFORMS TO SUCH GREAT GAME DESIGN.
  90.  
  91. IDEA: OLD IDEA. IF A PLAYER GETS A KILL, ONE OF HIS
  92. TEAMMATES RESPAWN.
  93.  
  94. OBSERVATION: CALL OF DUTY HAS DEMOLITION MODE WHICH ALLOWS DISARMING
  95. AND RE-PLANTING OF THE BOMB AS WELL AS RESPAWNING.
  96.  
  97. REBUTTAL: I STILL BELIEVE THAT HAVING "PIVOT STATES" THAT COVER THE WHOLE
  98. SPECTRUM OF QUANTITY VS. EXTREMITY IS THE BEST WAY.
  99.  
  100. IMPORTANT FACT: I'VE ALREADY PINPOINTED ALL THE CORE STRATEGIES GAMES USE.
  101. THERE ARE 9. EVERY OTHER STRATEGY DERIVES FROM THEM. SPECIFICS ARE NOT
  102. NEARLY AS IMPORTANT AS THE CORE STRATEGIES. YOU CAN MAKE AN INFINITE
  103. SUPPLY OF SPECIFIC IDEAS BASED ON THE CORE STRATEGIES, SO DON'T PUT SO
  104. MUCH IMPORTANCE ON SPECIFICS UNLESS YOU ARE AT THAT STAGE OF DESIGNING
  105. A GAME.
  106.  
  107. IMPORTANT FACT: DEVELOPERS LIMIT THEIR INTERACTIVE OPTIONS HEAVILY BY
  108. DEDICATING THEIR GAMES TO SPECIFIC SETTINGS OR THEMES SUCH AS REALISTIC
  109. SHOOTING OR ANIME-STYLE FIGHTING. GAME DESIGN IS BETTER WHEN NOT LIMITED
  110. BY FALSE RULES BROUGHT ABOUT BY FAKE DECORATIONS!
  111.  
  112. IMPORTANT FACT: ALL PLAYERS' EXPECTATIONS ARE DIFFERENT! YOU MUST MEET
  113. ALL DIFFERING EXPECTATIONS AT THE SAME TIME AS ACCURATELY AS POSSIBLE!
  114.  
  115. IMPORTANT FACT: MATCHING INTELLIGENCE LEVEL, SKILL LEVEL, AND STYLISTIC
  116. PREFERENCE OF ALL PLAYERS AS ACCURATELY AS POSSIBLE AS OFTEN AS POSSIBLE
  117. IS THE PRIMARY GOAL OF GOOD GAME DESIGN.
  118.  
  119. REBUTTAL: PIVOT STATE CAN'T BE "SMALL WITH HUGE IMPACT". THE IMPACT ITSELF
  120. IS THE "SIZE" OF THE PIVOT STATE! ALL YOU'RE DOING WITH PIVOT STATE IS
  121. CHANGING THINGS TACTICALLY IN A BIG, DRAMATIC WAY WITH A SINGLE, LARGER
  122. CHANGE. THIS IS ONLY ONE POSSIBILITY YOU MENTION. THAT IS MAX EXTREMITY,
  123. MIN QUANTITY. YOU NEED TO ENCOMPASS THE WHOLE QUANTITY VS EXTREMITY SCALE!
  124.  
  125. REBUTTAL: IN THE FINAL "COMPLICATIONS" SECTION OF THE ARTICLE. BREAKING
  126. IMMERSION IS NOT A CONCERN. PLAYER IMMERSION IS BASED ON THE IMPORTANCE
  127. THEY PLACE ON WHAT IS HAPPENING. UNREALISTIC OCCURENCES CAN BE MORE
  128. IMMERSIVE THAN REALISTIC SIMPLY BECAUSE THEY ARE MORE INFORMATIVE IF THE
  129. PLAYER PLACES MORE IMPORTANCE ON RECEIVING INFORMATION ABOUT THE MATCH
  130. THAN TRYING TO SIMULATE THE REAL WORLD!
  131.  
  132. OBSERVATION: CALL OF DUTY'S PRESTIGE MODE IS LIKE STARTING A NEW RPG
  133. CHARACTER. CALL OF DUTY REMAINS A "PERPETUAL" GAME WHEN YOU PLAY IT
  134. REGARDLESS. THE METASYSTEM OF LEVELING AND PRESTIGING IS A SEPARATE
  135. PROGRESSIVE SYSTEM.
  136.  
  137. OBSERVATION: SOME RPGS HAPPEN THE SAME WAY WHEN YOU RESTART. SOME PLAYERS
  138. WILL CHOOSE TO REPLAY THE SAME WAY AGAIN!
  139.  
  140. OBSERVATION: YOUR "PIVOT STATE" IS JUST A LARGER CHANGE THAT HAS 2 POSSIBILITIES.
  141. MAX EXTREMITY, MIN QUANTITY.
  142.  
  143. REBUTTAL: YOUR CONCLUSION BASICALLY TELLS PEOPLE TO FORCE LINEAR PROGRESSION
  144. BY USING "PIVOT STATES". SO THEN ALL CHANGES IN LINEAR GAMES ARE PIVOT STATES
  145. NOW? I THOUGHT YOU WERE MAKING LIVING-WORLD GAMES!
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