Fun factor
Posted: Mon Sep 18, 2006 10:00 pm
To stay in line with what I posted as the rules in the thread 'biggest problem', I'll start a separate thread to reply
... Btw, the post I'm replying to totally ignored all those rules
, but alas. They're there for a reason, though ...
I agree - but that's why the thread in the first place
...
I really think there is kind of a major misunderstanding here in terms of the goals of this game
. To be absolutely sure: this game is designed to be fun, not to be realistic! Priority #1 is fun. When you go too unrealistic, it is sometimes damaging to the extent to which you can imagine things. It's not a sci-fi game, but one in a more or less realistic setting. So we want to take realism into account. But all the changes in recent years were not for realism purposes, but for fun purposes. And yes, some or most of them have perhaps failed in that regard, which is what I'm trying to solve, but that's still the main purpose.
But I should also clarify another thing: a game in which you can produce as much as you want, in which you do not need to cooperate, in which there is no challenge setting up a new town, in which attacking is easy ... that is not a fun game to me. No challenge means no fun. So the rules are there to attempt to get a fair balance to keep the game interesting. To make sure that to be rich or powerful, you need cunning and patience, etc., while it should still be possible for newer players to get a stake in the game.
Anyway, I don't want to start yet another long debate on the use/disuse of those new features - there are many already - but just wanted to really clarify the purpose of those changes. All were created for game reasons; none for realism reasons.
I totally see your point, though - just wanted to make sure there is no misunderstanding about motivation.
Yeah, you might well be right on that one. The question is, how to rebalance, without destroying the game.
To be sure, even in our lego game, which predated Cantr, we had the same problem. Sometimes things were too easy (e.g. we had a lot of our own chars quickly group together to commit a coup and succeeded - that's how the non-grouping role was born), but then when we added some rules, sometimes the game became really annoying (the whole administration of gas use etc. just because you moved a lego car became very frustrating!). So this is always tricky balancing.
Black Canyon wrote:So.... my short answer is that we do not have enough players.
I agree - but that's why the thread in the first place
Black Canyon wrote:Our attempts to make cantr more realistic may have resulted in a reduction in "fun factor".
I really think there is kind of a major misunderstanding here in terms of the goals of this game
But I should also clarify another thing: a game in which you can produce as much as you want, in which you do not need to cooperate, in which there is no challenge setting up a new town, in which attacking is easy ... that is not a fun game to me. No challenge means no fun. So the rules are there to attempt to get a fair balance to keep the game interesting. To make sure that to be rich or powerful, you need cunning and patience, etc., while it should still be possible for newer players to get a stake in the game.
Anyway, I don't want to start yet another long debate on the use/disuse of those new features - there are many already - but just wanted to really clarify the purpose of those changes. All were created for game reasons; none for realism reasons.
Black Canyon wrote:If life becomes too tedious and mundane and mired down in the details that make our real lives a struggle.... what is the point? If the fun is too hard to find, who is going to wait around for it...especially as a brand new player?
I totally see your point, though - just wanted to make sure there is no misunderstanding about motivation.
Black Canyon wrote:Perhaps the question should be asked if the combination or changes..... repair rates, increased food requirements, town and road amnesia, skills, and tiredness have resulted in an imbalance of difficulty versus fun factor.
Yeah, you might well be right on that one. The question is, how to rebalance, without destroying the game.
To be sure, even in our lego game, which predated Cantr, we had the same problem. Sometimes things were too easy (e.g. we had a lot of our own chars quickly group together to commit a coup and succeeded - that's how the non-grouping role was born), but then when we added some rules, sometimes the game became really annoying (the whole administration of gas use etc. just because you moved a lego car became very frustrating!). So this is always tricky balancing.