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Aerona wrote:For most people who engage in play, whether with sports, games, or toys, the goal is not the illusion of material progress. That makes it more of a insidious substitute for work than a form of play. Instead, their "productive outcome" (which rather defies the definition of "productive") is having fun by engaging in play.
Aerona wrote:Humans are "wired" to enjoy doing things that are relaxing or stimulating, that help them unwind or sharpen the skills they use elsewhere, because it's a survival advantage.
Aerona wrote:the game world is not out to get the hearthlings.
Aerona wrote:Players are punished by the game rules sometimes, but not very often
Aerona wrote:In many games that are played, the rules are made up on the fly, and I don't think this is an exception.
Aerona wrote:Most of the rewards and punishments in a game are the result of player decisions, not developer decisions. What form of competition there is, and even how competitive it ought to be in the first place, are defined more by the behavior and culture of players than by the design of the game.
Aerona wrote:H&H has more in common with toys like LEGO, especially if you look at how players use it, than it does with most games.
Aerona wrote:For those who don't care about aesthetic achievements, there's lots of room for the game to have rules and goals that are laid down on them by villages and other in-game leaders, and that in itself is a source of motivation for those who disagree and want to pursue their own vision instead.
Aerona wrote:Expending energy jumping through hoops is not fun, and only resembles it the niche case where one is conditioned to do it through a system of extrinsic rewards until those simply become assumed.
You've successfully made an argument for why Haven and Hearth is different from the majority of games played by many people at once. It's different from a chess tournament by design: What are and aren't legal moves is up for debate and subject to testing. It's not all pre-written, and every time the world resets many of the old world's rules have to be rewritten as part of the new world's story. That's rather the point.VDZ wrote:This is very rarely the case for games played in large groups. You can't go to a chess tournament and go 'nuh-uh, my knight is a lancer, it moves straight forward!'. The shared ruleset (which by necessity must be pre-defined, with mutations decided upon centrally) gives meaning to the shared game and, importantly for the concept of achievements, your accomplishment within the game. Nobody gives a fuck if you win a game of self-made 'lancer chess', even if you manage to convince a bunch of friends to 'play a tournament'. Only when you win an actual chess tournament will others acknowledge your chess prowess, providing you a reward (and thus motivation) for excelling at chess. Similarly, you can grow a Leech to q250, but if no system is in place to make people acknowledge this accomplishment it will feel meaningless.
Have you seen people who have never played with LEGO before playing with their bricks? It follows the same pattern you just described. Refinement, interest, and creativity all take time to develop. Some just slap together bricks no matter what colour they are early on while they get a feel for how to use them, others simply follow instructions and only later begin experimenting with combinations no instructions exist for. Yes, not everyone is interested in building elaborate creations, so those toys aren't for everyone. H&H is an MMO, so it foundationally needs to appeal to many different people, not just one subset, otherwise it can't survive. Doing that is a lot of work, which is why emergent gameplay mechanics are such a good means to achieve this - not unlike the emergent properties of LEGO bricks that permit creations to be more than the sum of their parts.VDZ wrote:Look at any noob camp you come across; it's all the same beginner items the design funnels players towards, spread out without any artistic intent. There are players who try to build aesthetically pleasing things, but they are in the minority, and for most the aesthetic options alone will not be sufficient to keep them engaged.
Aerona wrote:It's something you can do yourself. In the words of VDZ, you're ignoring the central argument. Explain why the developers should give us something we're better equipped to give ourselves. Explain why they should work on this instead of improving the game so that more people can play it for fun. Explain why you can't show off or brag unless you have some sort of "official sanction" to do so. There's a lot of ways to do it, just like there's a lot of ways to play.
Aerona wrote:anything they do to define what "achievements" players should pursue in-game deprives players of the oxygen to do that themselves
Aerona wrote:It seem you're complaining that players can't give legitimacy their own achievements because "no one cares about them". To put it simply, that's not a Jorb and Loftar problem; that's a "you" problem.
Aerona wrote:Not only does everything the developers work on have an opportunity cost in that they can't work on something else
Aerona wrote:No specific proposal exists, so you might as well be asking "Should we be able to access the sky?" ("What does that mean in practice?" "That's a definite 'Maybe'!")
HasseKebab wrote:This kind of a take is just so retarded
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