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Do players even like the risk of death?
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<blockquote data-quote="Fanaelialae" data-source="post: 8270217" data-attributes="member: 53980"><p>I see where you're going with this, but it's a bit of a false comparison. We make children eat their broccoli because eating nothing but ice cream can have very serious consequences for their health. The same cannot be said for players and mechanics like level drain.</p><p></p><p>You might like the idea of level drain, but that doesn't make it any objectively better or worse than no level drain. If your players don't have fun with it, then it may be better to leave it out.</p><p></p><p>Let me put it another way. If I'm playing a video game and I'm getting frustrated because a level is an hour of play and I keep dying, I put down the controller and walk away. Maybe I'll pick it back up later and maybe I won't. I play video games for fun, not to prove to anyone how "hardcore" I am. If it's not fun, then the game is not fulfilling its intended purpose for me. Whereas I don't love salad, but I eat a salad for lunch at least 5 days a week because I know it is good for me. Its purpose is not enjoyment, except in the sense that I hope eating salads will allow me to enjoy retirement in good health (though that's still decades away).</p><p></p><p>Sure it might be easier to force your players to accept level drain if it's the only option. However, I think it's reasonable to consider whether you even ought to, given that many people play this game for fun. I think that a reasonable approach would be to talk to the players and explain that you'd like to do a one-shot with level drain - if they like it you can keep playing that way, and if not you don't. It's not as though level drains are inherently better for them, though they may find they enjoy it if they give it a chance.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8270217, member: 53980"] I see where you're going with this, but it's a bit of a false comparison. We make children eat their broccoli because eating nothing but ice cream can have very serious consequences for their health. The same cannot be said for players and mechanics like level drain. You might like the idea of level drain, but that doesn't make it any objectively better or worse than no level drain. If your players don't have fun with it, then it may be better to leave it out. Let me put it another way. If I'm playing a video game and I'm getting frustrated because a level is an hour of play and I keep dying, I put down the controller and walk away. Maybe I'll pick it back up later and maybe I won't. I play video games for fun, not to prove to anyone how "hardcore" I am. If it's not fun, then the game is not fulfilling its intended purpose for me. Whereas I don't love salad, but I eat a salad for lunch at least 5 days a week because I know it is good for me. Its purpose is not enjoyment, except in the sense that I hope eating salads will allow me to enjoy retirement in good health (though that's still decades away). Sure it might be easier to force your players to accept level drain if it's the only option. However, I think it's reasonable to consider whether you even ought to, given that many people play this game for fun. I think that a reasonable approach would be to talk to the players and explain that you'd like to do a one-shot with level drain - if they like it you can keep playing that way, and if not you don't. It's not as though level drains are inherently better for them, though they may find they enjoy it if they give it a chance. [/QUOTE]
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Do players even like the risk of death?
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