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How to design a game where players don't seek to min-max
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<blockquote data-quote="System Ufera" data-source="post: 6474028" data-attributes="member: 6671268"><p>If I do that, then there's no way for the character's stats to influence the outcome of anything. Everyone is literally equally good at everything as everyone else. In fact, I highly suspect you're giving me this alternate system as an extreme to compare my system to, rather than as a serious suggestion.</p><p></p><p></p><p></p><p>First of all, I admit I should have been more clear and careful in my choice of words. I should have chosen two different sets of labels, one for contrasting "attributes," "skills," and "other stats," and one for contrasting which stats are more important to any given character. I apologize for any confusion this may have created.</p><p></p><p>Second of all, if you read my previous post, you'll notice that I'm not saying that I'm trying to cut down on optimization of all kinds, but rather, I'm trying to cut down on specifically the sort of optimization where players will create characters that have invested in only an extremely narrow set of stats.</p><p></p><p></p><p></p><p>I'm already doing this, but thanks for the suggestion.</p></blockquote><p></p>
[QUOTE="System Ufera, post: 6474028, member: 6671268"] If I do that, then there's no way for the character's stats to influence the outcome of anything. Everyone is literally equally good at everything as everyone else. In fact, I highly suspect you're giving me this alternate system as an extreme to compare my system to, rather than as a serious suggestion. First of all, I admit I should have been more clear and careful in my choice of words. I should have chosen two different sets of labels, one for contrasting "attributes," "skills," and "other stats," and one for contrasting which stats are more important to any given character. I apologize for any confusion this may have created. Second of all, if you read my previous post, you'll notice that I'm not saying that I'm trying to cut down on optimization of all kinds, but rather, I'm trying to cut down on specifically the sort of optimization where players will create characters that have invested in only an extremely narrow set of stats. I'm already doing this, but thanks for the suggestion. [/QUOTE]
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