@apos said in Favorite Minigames:
@arkandel said in Favorite Minigames:
@testament Yeah, and for reasons I won't mention here since it's probably out of scope for this thread unless @Apos thinks otherwise.
I don't think it's a big deal to talk about the pitfalls of features or minigames either, and it can be productive. I mean I know I'm going to get a lot of shit when I implement like equipment damage eventually.
Well, it's a good idea to not allow legacy items from being passed down to newbies, which games like WoW figured out early learning from the experience of EverQuest, etc.
The main mechanical reason is their presence introduces inflation; when the game starts a steel sword might be the shit, but six months down the line it's not worth the bytes its ID is stored in. This has various systemic cascading effects, from the fact your game's balance has to be part of an arms race and keep evolving to keep up with the raised bar, to casual crafters being prevented from learning new skills since there's no demand for their lower tier work needed to learn better recipes, etc. It could even mean a stagnant economy since there are fewer actual sinks than it's designed for.
There are also social effects. Not all newbies are made equal (and I'm not saying this is necessarily a bad thing, only that it's in fact a thing) since two PCs who create on the same day could have dramatically different power levels depending on who they know - often who they know OOC. Popular factions could perpetuate their popularity since they have more stuff to pass down than smaller ones trying to recruit, and of course the gap between the have's and the have-not's tends to broaden without a 'middle class' buffer in between bridging the two.
It also effectively removes the early carrots from your game - you're a nobody, but if everyone around you is geared in magical full plate it can leave you wondering if it's worth striving for those newbie goals the game's designed to dangle in front of you, especially if begging for gear works so much better.
As for plots, such disparities have an effect on plot as well. One of your newbies wielding a stick with a nail in it struggles to fight the goblins, but the other newbie with a flaming double-axe makes them explode on contact; it's tough for STs as it is to run things for mixed groups, let alone for the same part of the theoretical leveling curve. Also it affects how players can be rewarded; if your prize is a steel sword (or the resources to make one) not all will want it, since connected players will seek out the bigger rewards right out of the gate, which can be discouraging - you just barely survived the goblins, and the other guy just tossed you his pouch without even looking at it since it's not full enough.
Note that these aren't Arx-specific notes but just overall ones.