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General Tabletop Discussion
*Dungeons & Dragons
Do players really want balance?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9483278" data-attributes="member: 6790260"><p>Depends on what you consider a "real answer," but I would personally consider that a Microsoft answer: technically correct and completely useless.</p><p></p><p>My answer, which of course is the only objectively correct answer, is that most players do actually care about balance of particular forms (mostly, not feeling shortchanged relative to their peers and not feeling overwhelmed by the difficulty of the dangers they face in-game), but there are two important caveats.</p><p></p><p>Firstly, a lot of people <em>care</em> but don't <em>understand</em>, if that makes sense. They have an intuitive sense that something isn't quite right. That intuitive sense can actually be quite sharp, but in many cases it is beneath the level of words and figures. When that happens, they just feel a vague sense of something-not-right-ness without being able to actually point to anything or call out any patterns etc. This is mostly caused by long-term systemic imbalances between classes, e.g. LFQW type stuff.</p><p></p><p>Secondly, "feeling overwhelmed by the difficulty of the dangers they face" cannot be simplified into "they want to always win" nor "they want real danger" etc. Because, as I noted earlier, most players are not actually that excited by consequences that just dead-end stuff. Yes, that consequence adds tension when it is <em>up in the air</em>, but as soon as the coin actually falls on that side, the tension is gone and the release is rather unsatisfying.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9483278, member: 6790260"] Depends on what you consider a "real answer," but I would personally consider that a Microsoft answer: technically correct and completely useless. My answer, which of course is the only objectively correct answer, is that most players do actually care about balance of particular forms (mostly, not feeling shortchanged relative to their peers and not feeling overwhelmed by the difficulty of the dangers they face in-game), but there are two important caveats. Firstly, a lot of people [I]care[/I] but don't [I]understand[/I], if that makes sense. They have an intuitive sense that something isn't quite right. That intuitive sense can actually be quite sharp, but in many cases it is beneath the level of words and figures. When that happens, they just feel a vague sense of something-not-right-ness without being able to actually point to anything or call out any patterns etc. This is mostly caused by long-term systemic imbalances between classes, e.g. LFQW type stuff. Secondly, "feeling overwhelmed by the difficulty of the dangers they face" cannot be simplified into "they want to always win" nor "they want real danger" etc. Because, as I noted earlier, most players are not actually that excited by consequences that just dead-end stuff. Yes, that consequence adds tension when it is [I]up in the air[/I], but as soon as the coin actually falls on that side, the tension is gone and the release is rather unsatisfying. [/QUOTE]
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Do players really want balance?
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