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How to design a game where players don't seek to min-max
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<blockquote data-quote="Umbran" data-source="post: 6475105" data-attributes="member: 177"><p>Though I already posted one other way to do this, hold on a second....</p><p></p><p>There is a large degree to which the progress/advancement issue is not relevant to the discussion. Why? Because player generally don't want their PCs to die! </p><p></p><p>If you have the potential for violent conflict, the player's going to consider that in their strategy. The more potential conflict, the more important survival in them will be. Thus - the more fighting you have, the more the players will want to min/max for survival. The long-term reward system is secondary, because a dead character can't generally reap the long term rewards anyway.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6475105, member: 177"] Though I already posted one other way to do this, hold on a second.... There is a large degree to which the progress/advancement issue is not relevant to the discussion. Why? Because player generally don't want their PCs to die! If you have the potential for violent conflict, the player's going to consider that in their strategy. The more potential conflict, the more important survival in them will be. Thus - the more fighting you have, the more the players will want to min/max for survival. The long-term reward system is secondary, because a dead character can't generally reap the long term rewards anyway. [/QUOTE]
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