@faraday said in Game Design: Avoiding Min-Maxing:
And that, fundamentally, is the difference in our opinions. You see that as a problem. I see that as the system reflecting reality.
Even assuming I agree with your version of reality (I don't, it reflects a really flawed understanding of human learning), 'reflecting reality' is a bad excuse for a design choice in any RPG . Doing it highly selectively (because I'm sure I can list hundreds of ways FS3 violates reality) in a way that promotes min-maxing and silently punishes people who aren't min-max inclined to realize it is still bad game design.
The expert will always be ahead of the generalist because they started off awesome.
And people will always min-max or be unwittingly punished, and then frustrated when they realize it.
@bored said in Game Design: Avoiding Min-Maxing:
At that point, the generalists often find themselves pushed out of the story spotlight,
Don't let that happen. Set up your game with safety rails or faction-only plots or whatever else you want. But don't let that happen, because not only does that sort of issue affect the generalist playing catch-up, it also affects new players versus experienced ones.
The history of MUing suggests it pretty much always happens, staff's best intentions aside. Partly because this is a social phenomenon, not a staff controlled process.
It certainly happens on FS3 games. It happened back when I played BSG games (I'm pretty sure I remember some boarding thing where pilots were shooting sidearms), and if it doesn't, it's only because the 'rails' you mention basically equal out to every plot being identical (Cylon shoot #132). By definition, if you create a variety of plots with diverse challenges, a variety of skills are going to be important. You really can't have that one both ways.