Zentetsuken wrote:what about people who create anime paving art?
how do we incentivize decorating but punish those that deserve it at the same time?
My point mostly regarded pieces of content with no function other than decoration, i.e., bell fountains, etc. Paving art is very interesting and doesn't really need incentive, since, aside from seeing it on the map, it can assist in organization, advertisement, communication, etc. Last world, Snugglesnail even enforced snail-themed paving art in his realm. Those are all meaningful ways to engage with the content. I suppose my complaint is with pieces of content that don't really have many, or any, ways to engage meaningfully, other than some light larping.
I mean, really, what would be better: twenty different versions of, say, the tower, all with different architectural styles, yet all with the same footprint and interior space, or object-controlled objects that let me build my tower to my own preferences? Twenty tower options would be interesting on one level, but I know I'd never bother to build them all, any more than I would bother to build every random decorative object or try every hairstyle or even mess much with variable materials intentionally.
Some might. But, I could easily argue that building a bell fountain or anything in the game is a form of tedium--gathering resources, moving stockpiles, etc. Tedium is balanced by reward. I get that some people find reward in digital feng shui, but it's probably worth noting that feng shui is supposed to have practical benefits from wealth to health. I suggested bonuses initially, but that's just a random suggestion. The point is, like paving art, to have multiple levels of engagement.
Anyway, I was just thinking it would be nice to have multiple reasons to engage with content I otherwise tend to ignore.