Aus_Snow
First Post
I disagree with your claim that increasing (or even bothering with?) game balance automatically leads to the things you sem to think it does.
Also, game balance is not an illusion. It is however something that requires a good deal of designing to get right. Note: not 'perfect', but right enough. Perfect balance *is* an illusion, and should be treated as such. Balance, pure if not simple, OTOH, is a very important design goal, and one which more designers should keep in mind, IMO. In fact, this is a major area of disappointment/frustration for many gamers, with many RPGs: 'If only the bloody designers had bothered to balance things! Aargh!' - that kind of thing.
This is a pet peeve of mine, and I doubt I can shift you from yours, which seems to be in direct contradiction.
So yeah, I'll leave it there.
There are some other points there that I most certainly agree with. Hm, I've also found Vitality/Wound to be pretty much bollocks, though. Remathilis covered that ground, so. . . yep, that's it for now.
Also, game balance is not an illusion. It is however something that requires a good deal of designing to get right. Note: not 'perfect', but right enough. Perfect balance *is* an illusion, and should be treated as such. Balance, pure if not simple, OTOH, is a very important design goal, and one which more designers should keep in mind, IMO. In fact, this is a major area of disappointment/frustration for many gamers, with many RPGs: 'If only the bloody designers had bothered to balance things! Aargh!' - that kind of thing.

This is a pet peeve of mine, and I doubt I can shift you from yours, which seems to be in direct contradiction.

There are some other points there that I most certainly agree with. Hm, I've also found Vitality/Wound to be pretty much bollocks, though. Remathilis covered that ground, so. . . yep, that's it for now.