tomBitonti
Hero
Bear in mind that Mearls wasn't referring to something like sandbox vs. ap or casting aspersions on dungeon hacks; he was referring to the phenomenon MMO players call "camping": resting to full between encounters with no penalty. That is boring play. (I've grinded out levels and gear drops in MMOs, I know). Yet, if the players want to grind out a dungeon one room and rest, he said they are welcome to.
Sorry for the late reply. This incorrect.
At level, a player will have an idea of how many foes can be handled at once, either as a group or solo. A player rests to prepare for the next set of foes. That ought to take just a few moments, to eat, or use restorative abilities. Perhaps, if the next foe is especially tough, a longer rest is taken to allow ability cool-downs to reset. (A game where recovery takes too long does have a problem, but it's a game engine problem, not a player problem.)
What is usually meant in MMO's when confronting the 1% phenomenon is spending time obtaining extra player power. Usually, that's obtaining a bit of gear that is just slightly better than what is more usually available. Sometimes, it means going for a race or class or spec option which is just slightly better than the alternative.
Note that a "1%" advantage, by itself is small, but if there are several "1%" options available, getting several starts to make a difference. But, very often, the options are more like "0.1%" options.
Also, the complaint is mis-founded: Why not let players spend their game time as they prefer? The real problem is player community issues, say, where a PUG raid doesn't take players who don't have those slight advantages, or when the community is critical to players who don't acquire the advantages. That becomes a complaint to the designers.
And, "camping", in an MMO, is waiting around for a spawn, typically, for a player to rez (PVP camping), or waiting for a rare mob, or waiting for a resource node to spawn.
I don't think the 1% problem translates very well outside of MMO's.
To return to the original comment, it strikes me as quite a bit odd. There are innumerable ways to make play boring, even with the best of rules. The question is rather whether the rules channel play in exciting directions, or, contrariwise, are wabbly and tend to fall off the rails into boredom.
That is, say, does combat bog down, either because of too complex mechanics (trip or grapple), or because of rules interruptions, or because of overwhelming detail (conditions tracking; bonus categories). Or, does a game restrict player choice too much. Or, does a game present too many "hard to grog" rules.
The question becomes, how much do rules promote or enable boring play?
Thx!
TomB