Xenich wrote: β
December 18th, 2024, 14:05
Ranselknulf wrote: β
December 18th, 2024, 02:03
Xenich wrote: β
December 17th, 2024, 14:39
Maybe min-max player means differently these days, but I always understood it to mean maximizing the choices within your characters development to optimize its efficiency. Which really just pertained to basic things like gear/skill selection in development, race selection in class evaluation, and I guess approach to play in terms of technicality (monk pulling really was a technical based skill as you had to understand the mechanics of mob behavior and the engine to really maximize its use).
That said, I never saw that as a conflict with game play features. Circumventing game play features as I mentioned above were never a question of min-maxing, they were essentially cheating the design of play, defeating the point of exploration game play. Min/maxing play as it concerns exploration would be learning all the tricks, ins/outs of travel, world/mob behavior, etc... to more skillfully traverse the world, though this may be a consideration for a min/maxer when selecting a race/class at startup (ie does the race/class have benefits to travel related game play and what are the trade offs in other areas of play).
It's a problem of scale. Make the exploration so massive, that its impossible to do everything.
In these situations, the min / maxers typically focus on other types of "achievement" such as territory control or ownership over specific parts of the world.
This leaves room for the explorers to do their thing.
Ok, I guess that is why I get confused, my understanding of the term is different as I explained.
I wasn't disagreeing with your take on min/maxing, I was suggesting an alternative approach to addressing the issue.
Instead of restricting players or adjusting mechanics, which I find the lowest brow approach to emergent gameplay, I suggested expanding the world to make it where the min/maxers will not have the opportunity to "max" the entire world.
In these situations, Min/Maxers typically develop strategies to focus on the most relevant quests that provide the highest rewards, and focus on completing those tasks quickly, and then controlling access to the quests/rewards so that other players can not gain them.
My suggestion is to make the world even more massive to the point that its nigh impossible for min/maxers to use such a strategy. It's ok to have great rewards for the exploration enjoyer crowd, but if the world isn't large enough, then it just becomes another sector of game play for the min/maxers to control. Making the world so massive that min/maxers would need to do that type of gameplay to excess would deter them from attempting to exert control.
The issue then becomes, how do you make the rarest of rare items come from exploration (needed for best in game items), while also making it engaging and fun for the exploration enjoyer crowd. Traveling around a massive world for hours looking for a rare node is about as fun as watching paint dry, so there needs to be something enjoyable along the way that is more than "just throw enemies in the way", because killing waves of trash mobs is boring too.
I'm not saying I have the answers to this, but its just my thoughts on the subject.