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General Tabletop Discussion
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Worlds of Design: Leveling vs. Training
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<blockquote data-quote="Charlaquin" data-source="post: 8868819" data-attributes="member: 6779196"><p>Oh, no, I totally get the narrative. But the fact of the matter is, it’s not an intuitive narrative for most players, and even if they do understand it logically, it still just <em>feels bad</em>. Psychologically speaking, it’s very satisfying to make progress bars fill up. But, that satisfaction is undermined when filling up the bar doesn’t immediately get you the thing it marks progress towards. You can explain logically why it makes sense until you’re blue in the face, it’s still just going to be viscerally, emotionally dissatisfying to the majority of players. Fortunately, if you just take the XP out of the equation, the gold that the players spend on training is just as effective of a progress bar. Training costs alone can serve all the same functions as an XP for gold system, without the drawbacks of having both XP and training costs.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 8868819, member: 6779196"] Oh, no, I totally get the narrative. But the fact of the matter is, it’s not an intuitive narrative for most players, and even if they do understand it logically, it still just [I]feels bad[/I]. Psychologically speaking, it’s very satisfying to make progress bars fill up. But, that satisfaction is undermined when filling up the bar doesn’t immediately get you the thing it marks progress towards. You can explain logically why it makes sense until you’re blue in the face, it’s still just going to be viscerally, emotionally dissatisfying to the majority of players. Fortunately, if you just take the XP out of the equation, the gold that the players spend on training is just as effective of a progress bar. Training costs alone can serve all the same functions as an XP for gold system, without the drawbacks of having both XP and training costs. [/QUOTE]
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Worlds of Design: Leveling vs. Training
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