I don’t mean that it’s ultra rare, just that it serves the same function as a jackpot - it’s the best possible outcome, the thing you’re always hoping will happen when you scratch the ticket, press the button or roll the dice.
It’s your chance to have that YOU WIN BIG moment. Setting up that mechanic and then creating situations where it doesn’t apply is intentionally designing disappointment.
I disagree that 1% chance is a jackpot but 5% isn’t. I’m using jackpot as an analogy for the emotional impact of a rarer, higher tier win mechanic - I don’t think specifying a number is useful here. That feeling can happen with a range of different rarities.
I’m not following your point about nat 1s, free gimmes or supply and demand.
I think we’re using very different ideas of game design. Are you using good design in the sense of like “tactically balanced”? I think of good game design as setting up and meeting player expectations for fun while minimizing frustration.
The game sets up rolling 20 and critting as a win big moment. To occasionally then deny players that fails to meet expectations and creates disappointment. That’s why I think it’s bad design. And why most people don’t play it as written.
Elden ring absolutely does meet player expectations - challenge is the expectation of the souls-like genre.
6 Charisma can roll a 20 and be able to convince whomever of whatever
Certain people should never be able to make certain successes
only as amazingly as they are capable
I don’t disagree with any of this but I’m not talking about how the win should look in the fiction.
It’s just that when you roll a crit but don’t get a crit, most players will get extra disappointed. That’s a fact of the human experience that no rules text will ever change.
Good design accounts for the reality of how people actually use a thing.
Woah wait now. Sure people misuse things but designing with that in mind always produces a better thing than ignoring reality. A gun with a safety is a objectively a better design than a gun with no safety, even if the both have a manual that says not to play with the trigger and keep away from kids.
on them for just not reading the rules
The game trains you to expect a dopamine reward when you roll a 20. A game that consistently meets the expectations it creates would be a better game.
I don’t mean that it’s ultra rare, just that it serves the same function as a jackpot - it’s the best possible outcome, the thing you’re always hoping will happen when you scratch the ticket, press the button or roll the dice.
It’s your chance to have that YOU WIN BIG moment. Setting up that mechanic and then creating situations where it doesn’t apply is intentionally designing disappointment.
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I disagree that 1% chance is a jackpot but 5% isn’t. I’m using jackpot as an analogy for the emotional impact of a rarer, higher tier win mechanic - I don’t think specifying a number is useful here. That feeling can happen with a range of different rarities.
I’m not following your point about nat 1s, free gimmes or supply and demand.
I think we’re using very different ideas of game design. Are you using good design in the sense of like “tactically balanced”? I think of good game design as setting up and meeting player expectations for fun while minimizing frustration.
The game sets up rolling 20 and critting as a win big moment. To occasionally then deny players that fails to meet expectations and creates disappointment. That’s why I think it’s bad design. And why most people don’t play it as written.
deleted by creator
Elden ring absolutely does meet player expectations - challenge is the expectation of the souls-like genre.
I don’t disagree with any of this but I’m not talking about how the win should look in the fiction.
It’s just that when you roll a crit but don’t get a crit, most players will get extra disappointed. That’s a fact of the human experience that no rules text will ever change.
Good design accounts for the reality of how people actually use a thing.
deleted by creator
deleted by creator
Woah wait now. Sure people misuse things but designing with that in mind always produces a better thing than ignoring reality. A gun with a safety is a objectively a better design than a gun with no safety, even if the both have a manual that says not to play with the trigger and keep away from kids.
The game trains you to expect a dopamine reward when you roll a 20. A game that consistently meets the expectations it creates would be a better game.
deleted by creator