loftar wrote:What I was thinking about was in the context of food. I was considering if it isn't a bit retarded that I can, theoretically speaking, just eat ~250,000 blueberries in order to produce a character with 500 INT, and whether it wouldn't be more fun if I had to keep advancing towards qualitatively different food (and/or more variety, or something) to keep advancing, somehow (and we already have some plans baking for Haven 2 that aren't entirely dissimilar from that).
This is just a rant, really, because I'm still not sure just what conclusions I should be drawing from that, but perhaps someone found it interesting.
I found it interesting. And I made a conclusion for myself that I hope you might consider; I think this philosophy should be expanded further.
As it stands H&H (predominantly) adopts a quantitative approach. The current philosophy goes "the more time a player spends in the game, the more 'powerful' he becomes". Meaning, time spent = higher stats = success, as Potjeh aptly expresses in this post.
Unfortunately, this either leads to lots of grinding or requires an endless stream of content to sustain.
So what is a qualitative approach?
A qualitative approach would change the philosophy to "the more time a player spends 'understanding' the game, the more 'influential' he becomes". Note how influence(qualitative) replaces power(quantitative) as the central focus. And note how the time spent 'understanding', not just playing becomes the means to success. In other words understanding = influence = success.
Still don't understand?
I'm not great with analogies so please don't look to deeply into this and just take it at surface level.
Think of the current quantitative concepts as the gold standard and imagine that in this gold standard system everyone has their own infinite goldmine, that they can mine gold from indefinitely. Since everyone has their own goldmine, no one feels a serious need to interact with anyone and because the goldmine is infinite and never changes all you have to do is mine to get more gold. As you can probably guess the gold would be LP and the mining is the grind in this scenario.
Now think of the qualitative concepts as barter. Imagine everyone starting with something different but overall these things are limited. To get what they want, players will have to interact and socialize in some way. The best players would find the true value of these items and will use their knowledge to gain an advantage over others. This will cause values to fluctuate meaning there is never a grind because things change in value all the time depending on circumstances.
So what would a qualitative approach mean?
- Less emphasis on stats as the form of progress.
- More emphasis on influence as the form of progress, thus more social.
- Experience and understanding of the world affects the rate of progress more than time spent. In other words skill > time spent, but time spent still is a factor.
- Less frequent but longer lasting content, and less grindy.
What features are present in a qualitative approach?
- Finite resources
- Strength in numbers not the individual
- Recyclable content
What has skill decay got to do with this?
Little actually. This is just a bit of self promotion for something that would complement this approach. I believe once a player has adjusted to a qualitative philosophy, they will quickly realize that stats are no longer as important as they were. Stats will become the tools to achieve success not the success itself. And cooperation would be much more important than it is without stat decay.
Wouldn't this mean the end of character development?
No. It would mean the end of character development as we know it. The focus would shift from stats(quantative) to qualitative elements like social status, achievements, prestige and possessions. Things the real world values more.
There are many flaws with this philosophy!
Of course there are, and I encourage anyone to pick them out. But as a general statement I'd like to make regarding almost every suggestion ever posted here. Before you dismiss those ideas, please ask yourself "Would this offer a better overall experience to the game?" Because if it does, then its probably worth it. That's not to say this particular suggestion is any good, its to say no idea is perfect but some are better than others.