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Concept of Perfect Imbalance for DndNext Game Design
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<blockquote data-quote="howandwhy99" data-source="post: 5972998" data-attributes="member: 3192"><p>I think this is highly relevant to D&D design, at least until it became more homogenous. </p><p></p><p>I talk about scopes of play by class (and level too!) In D&D each class has specific scopes of play in which it is the best. This doesn't mean they can't do stuff within others scopes or even outside of any of them. It simply means niche protection.</p><p></p><p>Scope does not mean objective. The players set their own objectives, both by character and in groups. But the classes define the broad scope within which to choose class-relevant, XP-rewarding objectives. </p><p></p><p>The video (and games like Dungeon! boardgame) demonstrate how seemingly unbalanced game design can actually improve enjoyment. </p><p></p><p>The speaker only focuses on competitive games, but MMOs can be cooperative too. Most gamers know of at least one game where "parties" are formed by the talents of the classes chosen. If you're going on a traditional "shadowrun", then you want transportation (a rigger), protection (guns & magic), and a decker to surf the net. </p><p></p><p>IMO though, that example doesn't include enough overlap of the classes into each others niche. I wouldn't want a character who simply could never perform the others niche, but neither would I want one that could do everything always.</p><p></p><p>Having niches helps to define and focus adventure design too. We can get combat, exploration, and conversation elements in each one. We can balance, however, by class with combat, magic, deities, and the covert. </p><p></p><p>Every proverbial orc and pie (antagonist and treasure) can include equal *opportunities* for fighter combat, magical environmental change, clerical alignment / attitude change, and avoidance. So an orc with arms and armor, in detailed room, with a history and current relationships, and shadows, tricks, and traps.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5972998, member: 3192"] I think this is highly relevant to D&D design, at least until it became more homogenous. I talk about scopes of play by class (and level too!) In D&D each class has specific scopes of play in which it is the best. This doesn't mean they can't do stuff within others scopes or even outside of any of them. It simply means niche protection. Scope does not mean objective. The players set their own objectives, both by character and in groups. But the classes define the broad scope within which to choose class-relevant, XP-rewarding objectives. The video (and games like Dungeon! boardgame) demonstrate how seemingly unbalanced game design can actually improve enjoyment. The speaker only focuses on competitive games, but MMOs can be cooperative too. Most gamers know of at least one game where "parties" are formed by the talents of the classes chosen. If you're going on a traditional "shadowrun", then you want transportation (a rigger), protection (guns & magic), and a decker to surf the net. IMO though, that example doesn't include enough overlap of the classes into each others niche. I wouldn't want a character who simply could never perform the others niche, but neither would I want one that could do everything always. Having niches helps to define and focus adventure design too. We can get combat, exploration, and conversation elements in each one. We can balance, however, by class with combat, magic, deities, and the covert. Every proverbial orc and pie (antagonist and treasure) can include equal *opportunities* for fighter combat, magical environmental change, clerical alignment / attitude change, and avoidance. So an orc with arms and armor, in detailed room, with a history and current relationships, and shadows, tricks, and traps. [/QUOTE]
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