@apos said in Game Design: Avoiding Min-Maxing:
@sockmonkey Deliberate obfuscation of numbers has some strong and weak points, and it is something that's existed for a long time. I've played games that didn't use any numbers at all, hiding them entirely to staff side while there was still automated systems.
Dedicated min-maxer types try REALLY hard to reverse engineer the formulas and numbers. Really, really hard. I was one of those people, and as a much younger person I ran a whole lot of tests on MMOs the embraced some numeric obfuscation to reverse engineer the numbers on mechanics so I could create optimally efficient paths. Just having a character spamming abilities thousands of times in a row, recording results and so on. Figuring that stuff out was basically a mini game.
Now in some games, like RPI type games that forbid ooc discussion, that is partly because they want to ban that behavior, of people talking oocly about mechanics in a way that would let them game the system. What happens then, of course, is that people that really, really know how to abuse systems become at a privileged position in the game with them and their friends. If the game has any competitive aspects at all they become extremely dominant, since new players don't have any way to access that knowledge with performing the same kind of exhaustive tests themselves.
So imo the way to stop min-maxing is to make strong, effective ways of designing characters be very, very, very intuitive and what someone would do anyways.
I agree with most of this.
And will go so far as to flat out say obfuscation does not work.
People will figure it out and it just leads to a massive gap between the people who have figured stuff out or have friends who figured it out and people who are less interested in that stuff or are new.
I've done the RPI circuit, I've even played MUDs with full eq systems/etc that didn't have numbers. Weapons/armor had things like "minor" or "greater" enchantments, skills went from 'not learned' to 'mastered', attributes were all words too. People figure it out and it drastically widens the gap between the competitive players and the filthy casuals.
You can have all the "don't talk about it" rules you want, people will just do it in discord (or IM services of yesteryear).
Edits :
For the record, I personally don't even mind obfuscation. I spent years playing games that did it.
But, basically, obfuscating the numbers just increases the problem of min-maxing, because some people will still know how to do it, and everybody else will have a harder time understanding things like "how big of a difference really is there between Good strength and Great strength?"
TL;DR Obfuscating does reduce min-maxing OVERALL, but it doesn't remove it, and in exchange for a reduced 'amount' of min-maxing, gives an insurmountable advantage to the people who bother figuring it out.
I say this as somebody from PK/RP corpse-looting MUDs who has played games where 1 max level char who 'understands the game' can kill and corpse loot groups of 6+ max level/skill-maxed "perma noobs" who are running around in what seems like End-Game eq, but doesn't really stack up when you dig into the numbers.