pppp wrote:By saying "way" I mean things players do in order to achieve their goals. By "destination" I mean these goals. Some people enjoy working towards a result while others value the result more than work towards it.
Yes, in a general life. Games are a subset that doesn't have a tangible, material result of one's activity, thus game goals are much closer to just experiencing the "way", passing it, than goals in a general real life. You state happiness, well, this is a "goal" indistinguishable from experiencing the "way".
pppp wrote:Some people would enjoy building a top level fighter, others will be happy buying an account with it, because they see it as means to achieve some "fun" (Bullying newbs presumably).
Then it will be more precise to say "others" get happy not from buying a place in a database, but from bullying newbs, right? And this is good example of how...
pppp wrote:It's just your way of having fun. It may be shared by other people or may be not. Let other people have fun their way,
...we crash into a problem that some people enjoy getting happy at expense of others. So we can't have them happy at once, at least until we give them two non-intersecting games.
As far as we're discussing game design, I don't see it as a way to bend the game to get more personal fun as a customer. I'm looking at the level of a game's purpose, the goal that the
devs pursue. So I'm sorry, I don't understand the "it's your way to have fun". It's not a question of my ingame fun, I just want to see a game that is a
game, not a shop selling happiness straightforward for money. Even if it won't make me happy as a customer.
pppp wrote:be it "good" or "bad" in your eyes.
What do you suggest to do if, for example, other people behaving "bad" (in my eyes, of course!) destroy my happiness? When I perceive that they just spread troubles for everyone except them, in the real-life manner. Do their "ways" have the upper hand? Do I have to give up being happy?
pppp wrote:There does not need to be any "problem" to solve, just amount of effort to be put in and some round numbers to brag about. Solving a problem and implementing the solution is an effort too.
All efforts I can imagine is a kind of solving and managing things, probably very small things like moving a cart through a very cramped base, but still needing brain activity. Such efforts worth a reward. Unlike spent time.
pppp wrote:Someone may see being first to reach 1k (2k, 3k whatever) metal q as an achievement
And someone may see a number of co-customers forced out as an achievement. I don't think it's a good thing for the game devs to reward indiscriminately all the achievements a human can think of. Concerning those a) and b) variants, I think that rewarding an ability to waste time does nothing good to people.