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6/08/11 4:27:47 PM#81
Originally posted by Loktofeit So in a risk reward situation, do you like ot increase the rewards? Do you like to decrease the risks? I think the whole reward risk point is really about getting more reward. People tend to make the risk as low as possible. |
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6/08/11 4:31:56 PM#82
Originally posted by Cecropia your basically making the same event harder to do. That is skill? Like taking a math exam. Do you know the math better because someone is screaming at you while taking the exam or do you know it better when blood is floowing to the proper locations of your brain when it nice and quite? I think the risk actually REDUCES your baseline skill level, not increases it. does your game have rainbow sprinkles and magic ponies!? |
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6/08/11 4:32:36 PM#83
Originally posted by UOlover Remove the lava from the holey bridge and 75% of players still won't make it. Which is exactly the argument I've made repeatedly in this thread:
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6/08/11 4:36:17 PM#84
I like the bridge analogy. For a great gamer, the bridge has no holes in it for you to fall in through. So it doesn't matter what's underneath. For a terrible gamer, there are holes everywhere, including the possibility that there are entire gaps that you will never be able to avoid in your current state. That is why skill may not be a factor in your ability to avoid a harsh death penalty but it certainly is in there's. |
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6/08/11 4:38:12 PM#85
Risk creates stress, stress make the brain not work as well as it does when its not stressed. It take more practice to train your mind to do the same thing under stress that you can do while not under stress. therefore risk actually REDUCES your skill level but the perfecting your baseline skill level to work while under risk increases your skill in that skill but to perfect that skill to that level you actually train while NOT under stress.
does your game have rainbow sprinkles and magic ponies!? |
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6/08/11 4:41:28 PM#86
When I played EQ 1. I would almost cry if I died, especially if I had just leveled. That was the only game that would get my blood pressure up in PvE. Ultima Online was the only game to get my blood up in PvP, because of losing everything. |
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Zekiah
Apprentice Member
Joined: 1/06/07
Hype (noun) |
6/08/11 4:44:36 PM#87
Originally posted by SEANMCAD Really? Wow. And I always thought risk triggered problem solving techniques through practice and patience. I suppose we'd just be better off in the future with easier games that don't stress us out and cause possible brain injury/trauma. "Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky |
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6/08/11 4:46:54 PM#88
Originally posted by Zekiah no, its the practice while not under stress that pushes your 'muscle memmory' to 'still' work well under stress. So that is why in sports people practice like crazy, then practice as a game (simulated a real game) to measure how well the practice has gone. does your game have rainbow sprinkles and magic ponies!? |
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6/08/11 4:46:55 PM#89
Originally posted by SEANMCAD Hmmm... not sure I can agree. Are you saying that humans are constructed in such a way that if one were faced with great real life danger that the decision to flee or fight cannot be made as well as it would be if they were perfectly calm? Stress and adrenaline get us prepared to face danger. Don't they? |
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6/08/11 4:48:35 PM#90
Both have the potential to create challenge and tedium. Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1. |
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6/08/11 4:49:12 PM#91
Originally posted by Scrogdog Stress and adrenaline make you do very limited skills extreemly well and beyond what your body can normally do but it actually does that my reducing you ability to think as well as you can while not under stress. Most importantly stress primarly is to get your body into motion which in a video game is simulated so it doesnt do you a lot of good that your body is saying run while you are sitting in a chair, thus confusing your thinking. does your game have rainbow sprinkles and magic ponies!? |
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6/08/11 4:53:05 PM#92
Originally posted by SEANMCAD I suppose that's a fair point. I will follow up with this question. :) Why do people like horror movies? |
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6/08/11 4:53:47 PM#93
Originally posted by Axehilt I think addressing this helps solidify the argument a bit more. The two go hand in hand. That is, if a game is challenging, you will "die" (or whatever the game mechanic may be) fairly often. If the penalty is high as well, it makes sure that players are avoiding death even more. Being reckless and lucky can get you through some "difficult" games if the penalty is light, while an easy game with a harsh death penalty suddenly seems more difficult merely because you have to focus a little more. For console gaming, IMO, it's important to balance the two, since the idea is that most people will want to see your entire game, but it needs to last a bit. MMOs are a different beast though. Harsh death penalties are needed for some content. Look at WoW's pvp. It's largely considered a joke because no matter how many times you kill someone, they can come back and get round 2, sometimes before you even have a chance to heal up, which can lead to pvp degrading into a simple zerg fest. On the other hand, too harsh of a penalty may drive players away from a game (I can't get your average gamer to even give EVE or Darkfall a try because the idea of losing items is devastating to them). Let's try some concrete examples. The Pokemon Colosseum series was frustrating as hell (and apparently cheated in some cases by making low accuracy moves more accurate for the NPC trainers). I would literally have to leave the room and take a walk at times because I'd get so angry. Losing meant having to start all over again, which cost time, but I didn't, say, lose poke-levels or anything. The game had a high difficulty, but low punishment. Switch to FF11. The game wasn't hard IMO, but the penalty was high. I had trouble finding people to group with me, so I soloed in the wilds. Every once in awhile, someone would train mobs on me and I'd die and lose a chunk of xp. I actually spent a weekend bouncing between level 11 and 13, until finally swearing off the game. I wanted to see more of FF11, but the high death penalty and inability to progress brought additional challenges to the simplicity of the core game. |
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Zekiah
Apprentice Member
Joined: 1/06/07
Hype (noun) |
6/08/11 4:56:29 PM#94
Originally posted by SEANMCAD Football practice is stressful as well, I'd argue even more so at times. Ever been through two-a-days? If we've come to the point where challenging aspects of MMOs are too stressful for the average gamer that could lead to possible brain injury or trauma, we've got bigger issues to be concerned about besides computer games. "Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky |
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6/08/11 4:56:34 PM#95
Originally posted by Axehilt If you are speaking strictly in terms of combat, then yes, you are right. But when you factor in survival instincts, social skills, and game experience, all used specifically to avoid death, once there is no penalty, those "skills" become largely irrelevant in my opinion. Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1. |
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6/08/11 4:57:59 PM#96
Originally posted by Scrogdog well liking something and skill are two different things. People like horror movies the same reason they like risky games, adrenaline gets you high does your game have rainbow sprinkles and magic ponies!? |
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6/08/11 5:01:05 PM#97
Originally posted by Axehilt Let me fix Penalty for you. You have to weigh the good with the bad to have balance. A death penality is the balance for character death. It's only inconvenient to usually the wow players or new age players. |
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6/08/11 5:03:45 PM#98
Originally posted by Zekiah Theres really no way to quantify that in a game: Risk vs Reward.
Scenario: You're in a group with a guild and you gank 1 lowbie. So the computer tells you that since your risk is LOW then so will be your reward, which would be what? An I-Win Emote? |
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6/08/11 5:04:43 PM#99
Guys: I think its pretty clear that skill and risk factor are two different things. That said which game is more enjoyable I think COMPLETELY depends on different personality types. I like buidling, be it empire building, skill building and laying out some home architecture plans. I have zero intrest in that building process being interupted by risk. Risk however is a different feeling and in my view (not sure about this) usually applies to people who are more competititve.
So its a different game framework for different personalities. does your game have rainbow sprinkles and magic ponies!? |
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6/08/11 5:07:40 PM#100
Originally posted by SEANMCAD Exacty my point. I don't really think stress is a factor just because of the presence of a severe penalty. However, I think there is a possibility of becoming stressed and frustrated if something bad repeatedly happened to you. But just because of its presence? No... I don't think so. In the same way horror movies are fun, so it is that danger adds spice to a game. There is probably such a thing as taking the concept too far, however. For example, the very real possibility that you could be in a situation where your corpse was quite literally unrecoverable no matter how much help you got (EQ1). |
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