Incentivizing vs Limiting
September 29, 2010 5 Comments
As I see things, when designing games, systems, or anything that involves human interaction and choice, you are always trying to get certain outcomes or results. With games and MMOs in particular, we usually like to have options on how to go about doing various tasks we want to do, and we want to be successful at it. Lately, it seems I’ve been having a lot of conversations about how to get players to act as desired after. In WAR, this is healers who DPS, or Tanks who DPS, or players who solo queue for scenarios, or ignore other players who need help. But this activity happens in all games, it was the Dirge/Troub in EQ2 who wanted to do more dps and neglect their debuffs. In WoW it (perceived) to be Shamans and Paladins who wanted to DPS instead of heal. Sometimes the games change to accommodate these other desired playstyles, making all paths viable, other times, games cut divergent players off by hard-limiting possibilities. Of the two choices, I always prefer the former.


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