Mustrum_Ridcully said:
I wonder if there is a theoretical research insitute for questions of game design. I know game theory is a part of mathematics, but this mainly is about finding optimal strategies or determine how people "play a game", not about how to design a game.
Nevertheless, look at a company that makes video games or new pen & paper systems. BioWare's Design department includes both writing (me) and things like combat (other guys), so I can walk down the hall and hear
extremely spirited discussions exactly like the one you're suggesting -- new abilities versus improving abilities ("Does it make a new effect?"), how many things you get to improve per level (feats, skill points, etc.), all of that.
There's a popular theory about there being three different types of gamers, and it applies well to pen and paper games as well. (Although I agree fully with you that a CRPG isn't a pen & paper game -- you can make rules in a CRPG that would be far too complex to implement in a fun way in a pen & paper game, but you can't improvise a cocktail party without a live DM.) There are, in essence, three types of gamers (and yeah, it's likely something you've heard before):
- Story: This gamer plays for the story experience. He's motivated by completing plots. He enjoys new abilities that fit his character concept.
- Power: This gamer plays to achieve cool goals, like leveling to gain new abilities that increase his powers or stats.
- Exploration: This gamer plays to see what's out there in the world. He's motivated by the various possibilities that are out there, both in the story and in the customizng options for his class or equipment.
A Story guy really wants to learn the new spell because he just unlocked new spells by joining the Brotherhood of Light. A Power guy could care less about the new spells, because he'd rather spend his points improving the mana bolt he's got right now so that it can punch through solid steel with a standard blast. He'll take the new spell if the damage is better, or if it can eventually become better. The Exploration guy is wondering if dual-wielding a whip and a stiletto is really viable as a class concept, but is determined to see it through, because this is the seventh time he's played through the game, and this time it's no-magic and trying to get the support of the Underground Elven Alliance.
And a good game appeals to all three.