Ysh wrote:In general I think Haven is forced to lean more heavily on this sandbox type content.[/spoiler] Two man development team cannot satisfy lust for content of player.
If you think Haven is *forced* to lean on this kind of content I suspect you vastly misunderstand Haven's purpose and the goals of its developers. Haven is not meant to be a theme park game, it does not have theme park elements (though the addition of quests smack a little bit of that ride, but is not implicitly a part of theme park style games.). Dungeons are dangerously veering in that direction, but again are not implicitly theme park rides.
Haven is a Sandbox style game by deliberate choice, intention, and design. The trick the developers have, in my opinion, is producing content that will, in turn, develop into emergent content. I'm not quite sure that the presence of coins in the game counts, but I suspect that since there is no point during the game where coins are REQUIRED for trade purposes that our use of them and the markets that result from them count. We don't have to have a Community Faire (I rather wish we didn't), each village could be a competing market of its own, but we as a community developed the Community Faire instead. This was not planned, not designed, and not required by the creators, it happened because of other elements of game design.
A theme park ride puts you on rails... Haven and Hearth does not put you on rails.
Theme Parks need an end Game for what to do once you've finished all the rides.
There are no rides in Haven and Hearth except the emergent gameplay we produce as members of its community.
Therefore End Game development is a poor direction for the developers to choose.
The arguments against stat caps are largely based in the desire for there to be something to do during this 'End Game'. If all you do is grind for stats, kill things, and push quality as far as it will go? I feel like you're missing out on a huge part of the game experience that is richer, deeper, and more nuanced than simply pushing numbers.
Community efforts, political strife, moments of heartwarming support and soul-crushing defeat are all so much more of a game than just pushing numbers. I'm not saying that PvP and number grinds are, in and of themselves, bad things. But far more important is what the actions of the people pushing these numbers and engaging in PvP produce in the way stories shared later.
If we are to see this game truly flourish and reach its potential, we need to stop this incessant obsession with "End Game". We need to turn our minds to everflowing threads of emergent behavior based on interesting and engaging content and instead look for ways that will keep the world growing and evolving whether numbers grow or not.
Haven and Hearth is only mechanically a game of numbers, experientially it is one of the most interesting social experiments I've ever had the pleasure to be a part of. "End Game" content design will just turn it into every other MMO, and that is a sorrow I could not bear to see visited on it.
We have enough traditional game design. Jorb and Loftar seek to break that mold, and do so with regularity... If you're looking for the same old game, you might need to look somewhere else. If that's what you keep expecting this to become with your "End Game" obsession, then you're part of the problem plaguing it, not the solution.
Stop talking about End Game, and start talking about how and why stat caps are good or bad for long term gameplay.
If "Nothing to do once we hit cap" is your answer, it's time to rethink how you play.
xdragonlord18 wrote:wtf no that isnt clearer ur writing competence is whats impaired
I apologize for the ad hominem, that was unseemly of me. End Game content focuses around "what do we do to keep players playing when they've done all there is to do." That is a dead end, there will always be "nothing more to do" after a certain point. Instead, consideration needs to be focused on "content that drives emergent gameplay", tools for the players to do things WITH in potentially interesting and unexpected ways, not things for the players to DO and complete. End Game content you have to reach, the other kind of content is an integral part of the way the game is played and typically doesn't jump out and say "do this."
Gilding is, perhaps, an example. It is a tool we can use that is available to us at every stage of the game, and has resulted in strategies of how to utilize this tool. It created trade options for this equipment, balanced against the possibilities of recycling, gilding song, and other options. There were a million different things that came out of this implementation that were not theme park, they were yet another tool for us to shape our game experience with.
Dungeons, on the other hand, were an example of "End Game Content". They were a thing for us to encounter, deal with, and leave with loot. This is typical of theme park End Game content. New challenges to overcome deliberately coded instead of new elements of gameplay introduced that produce effects that go beyond the scope of mere design and number crunching.
Yes, gilding involves a lot of number crunching, but it also affected character design, trade negotiations, importance of resources, etc. This is good game design, the other is a cheap ride on a roller coaster.
Last edited by Lunarius_Haberdash on Tue Jan 29, 2019 11:53 pm, edited 1 time in total.