<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-3352155589322140093.post78635394954927672..comments</id><updated>2009-11-10T08:17:43.642-05:00</updated><category term='cyanide&apos;s blood bowl'/><category term='rpgs'/><category term='league of legends'/><category term='combat'/><category term='jade dynasty'/><category term='global agenda'/><category term='news'/><category term='mmorpg genre progression'/><category term='dark age of camelot'/><category term='metaphor'/><category term='death'/><category term='community'/><category term='everquest'/><category term='mechanic assessment'/><category term='privacy'/><category term='wow'/><category term='loot'/><category term='prizes'/><category term='train'/><category term='survival'/><category term='business of MMOs'/><category term='travel'/><category term='Terrible Idea'/><category term='dr twixt'/><category term='guilds'/><category term='resources'/><category term='player as hero'/><category term='character progression'/><category term='guild wars'/><category term='Brenda Brathwaite'/><category term='fighting genre'/><category term='mmorpg revolution'/><category term='GNS Theory'/><category term='dynamic world'/><category term='skill-based systems'/><category term='leveling'/><category term='team fortress 2'/><category term='dota'/><category term='facebook'/><category term='story'/><category term='pay-to-play'/><category term='procedurally generated content'/><category term='choice'/><category term='emergent gameplay'/><category term='game concept'/><category term='information'/><category term='dungeons and dragons'/><category term='camping'/><category term='grinding'/><category term='solo play'/><category term='emotional games'/><category term='ted'/><category term='philosophy'/><category term='permadeath'/><category term='blizzard'/><category term='gui'/><category term='minimalism'/><category term='beta'/><category term='lord of the rings online'/><category term='rationality'/><category term='losing'/><category term='game design'/><category term='world of warcraft'/><category term='opinion'/><category term='innovation'/><category term='fps'/><category term='blood bowl'/><category term='local scope'/><category term='game mechanics'/><category term='Dwarf Fortress'/><category term='ambiguous rules'/><category term='raiding'/><category term='mobas'/><category term='sandbox'/><category term='ffxi'/><category term='tabletop games'/><category term='free-to-play'/><category term='role-playing'/><category term='ff14'/><category term='crafting'/><category term='hybridization'/><category term='eve'/><category term='game reviews'/><category term='pvp'/><category term='mmo revolution'/><category term='social networking'/><category term='brainstorming'/><category term='mmorpgs'/><category term='balancing'/><category term='swtor'/><category term='concentration points'/><category term='darkfall'/><category term='aion'/><category term='player motivation'/><category term='happiness'/><category term='class-based systems'/><category term='group play'/><category term='game layers'/><category term='team play'/><category term='quests'/><category term='call of duty 4'/><category term='city of heroes'/><category term='time sinks'/><category term='luminary'/><category term='gdc'/><category term='diablo'/><category term='play'/><category term='chance'/><category term='iPad'/><category term='world pvp'/><category term='rambling'/><category term='vanguard'/><title type='text'>Comments on That's a Terrible Idea: Use-based Skill Gain, Revisited</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.thatsaterribleidea.com/feeds/78635394954927672/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/78635394954927672/comments/default'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/11/use-based-skill-gain-revisited.html'/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>2</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-8616896235593176318</id><published>2009-11-10T08:17:43.642-05:00</published><updated>2009-11-10T08:17:43.642-05:00</updated><title type='text'>That&amp;#39;s a very interesting analysis, and I agre...</title><content type='html'>That&amp;#39;s a very interesting analysis, and I agree with most of the problems (the inadvertent snowballing into lopsided stats in particular), but I disagree on the &amp;quot;exploitation&amp;quot; issue. I think the tactic you outline basically turns a battle into training, converting the enemy into a training dummy and dulling and weighting the player&amp;#39;s weapon. That sounds really realistic to me.&lt;br /&gt;&lt;br /&gt;And with all the talk about grinding &lt;a href="http://vghvinet.ning.com/profiles/blog/list?user=0rwymmi0knqli" rel="nofollow"&gt;this past week&lt;/a&gt; (thanks, no doubt, to &lt;i&gt;Dragon Age&lt;/i&gt;), I think I find my experience is that greater immersion makes grinds more tolerable for me. Then again, use-centric advancement isn&amp;#39;t the final word in realism.</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/78635394954927672/comments/default/8616896235593176318'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/78635394954927672/comments/default/8616896235593176318'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/11/use-based-skill-gain-revisited.html?showComment=1257859063642#c8616896235593176318' title=''/><author><name>6p011278fc2cf628a4</name><uri>http://profile.typepad.com/6p011278fc2cf628a4</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/openid16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/11/use-based-skill-gain-revisited.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-78635394954927672' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/78635394954927672' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-1232180943'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-4918976484071184008</id><published>2009-11-07T05:05:19.255-05:00</published><updated>2009-11-07T05:05:19.255-05:00</updated><title type='text'>I see where you&amp;#39;re coming from a lot better no...</title><content type='html'>I see where you&amp;#39;re coming from a lot better now.  A more insighful analysis.  A few thoughts:&lt;br /&gt;&lt;br /&gt;I&amp;#39;m not sure &amp;quot;positive feedback loop&amp;quot; is the term you really want here.  I think it&amp;#39;s more precise to say that it&amp;#39;s easier to use rarely used abilities in an alternative system.  In a real game, most people who have a skill that is useful will go practice it; if you have a healing skill, for example, you&amp;#39;re not going to wait until you&amp;#39;re in the middle of a bad situation to finally use it and hope it saves you.&lt;br /&gt;&lt;br /&gt;As for exploiting, I think that part of the issue here is that level-based systems have had more people pounding on them and thus the exploits have been addressed.  There&amp;#39;s nothing in use-based design that says if you repeatedly hit the same target you&amp;#39;ll get skill increases.  Just like there&amp;#39;s nothing in level-based designs that say you need to get xp for killing very low-level monsters.  The concept of trivial monsters (&amp;quot;gray con&amp;quot; that reward no experience) was introduced because people exploited that in gaining levels.  Plenty of other exploits still exist; for example, people racing to the top level form AoE grinding groups and just go murder stuff en-masse, gaining lots of xp in a short amount of time.&lt;br /&gt;&lt;br /&gt;This side-steps the whole discussion of &amp;quot;what is an exploit&amp;quot;, though.  Is AoE-grinding really an exploit, even though it allows faster than anticipated advancement?&lt;br /&gt;&lt;br /&gt;I guess my driving thought is that few of these issues are intrinsic to every use-based system, no more than AoE grinding or killing level 1 enemies to max level have to be part of every level-based system.  You could add elements to the design to &amp;quot;fix&amp;quot; most of these problems just as xp/level-based systems have fixed various problems over the years as well.&lt;br /&gt;&lt;br /&gt;So, let&amp;#39;s to back to M59&amp;#39;s hit point advancement system.  It avoids nearly all these problems you point out.  You only get a chance to get a hit point upon killing an enemy that is hard enough, so you can&amp;#39;t sleaze increases by killing weaklings or trying to hit the same monster repeatedly.  Hit points are universal, so there&amp;#39;s no worry about specialization (&amp;quot;positive feedback loop&amp;quot;).  Hit points could be awarded from other sources like quests; there were temporary hp buffs that were removed because they were buggy, but the rewards could be permanent.  This is still, at the core, similar to a use-based system.  What are the remaining problems?</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/78635394954927672/comments/default/4918976484071184008'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/78635394954927672/comments/default/4918976484071184008'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2009/11/use-based-skill-gain-revisited.html?showComment=1257588319255#c4918976484071184008' title=''/><author><name>Brian 'Psychochild' Green</name><uri>http://www.psychochild.org/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/blank.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2009/11/use-based-skill-gain-revisited.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-78635394954927672' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/78635394954927672' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-199487127'/></entry></feed>
