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Originally Posted by C2K
Because cheats don't belong in MMOs?? If you use any of those codes in a generic online match for the games you mentioned, people would call you a "lamer" and leave the match. In the case of Doom, you could even be IP banned from the server.
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Missed the point.
Why don't cheats belong in MMOs? The rest of your argument is completely irrelevant because 1) it doesn't matter what people think of you, and 2) Doom and SC are competitive settings, whereas GW PvE is not.
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Originally Posted by Esan
That's a question only in your own tortured mind that sees not the choices that are, but also the myriad choices that might be. For nearly every game ever invented, the designer selects the difficulty (or difficulties) for the players. If you give the players that choice, then they are not playing the game any more -- they're playing a metagame.
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Playing a game and playing a metagame aren't mutually exclusive. A lot of games have difficulty settings (heck, GW has one). Most console RPGs have built-in difficulty settings in the sense that you can underlevel or overlevel your characters, and take on user-created challenges like "no items", "solo party", etc. In short, you haven't answered the question, and you haven't shown the question to be irrelevant. So the question stands - why shouldn't you let the players choose their difficulty?
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Take a game like Oblivion, which does give the player that choice. The majority of the game is only fun at the hardest difficulty setting, but there is the occasional encounter that is just stupid to play at that setting. Seasoned players have developed heuristics for when to push the difficulty slider to the left or right in order to maximize their fun. However, they ruin any form of immersion in the game, role-playing or otherwise. The game just feels like a tedious mechanic with nice graphics.
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Fun for who? And stupid for who? I haven't played Oblivion, but are you really saying that
nobody has fun at any difficulty except the highest one? Or that
nobody can do those particular encounters at the highest difficulty? As for immersion - some people care, some people don't. I've always been a mechanics person, myself. I play games like
Disgaea that are, at their core, just a mechanics engine for minmaxing. I find it incredibly fun without even touching the story.
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Because, using your own metric, winning always is not sustainably fun. Aggroing a roomfull of cacodemons and killing them with your fists in godmode is fun the first, possibly the second, time. Then it gets awfully boring.
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Strawman. I give you the option of a win button. It's up to you whether you want to use it. If it's not fun, don't use it.
There's also the issue that there were plenty of people who played Doom, Starcraft, etc. for months and years with cheat codes. I know people who wouldn't even touch an FPS without all cheats enabled, and they had lots of fun for what would certainly qualify as "sustainable" periods. Similarly, many SC games on B.net were BGH with people doing nothing but massing battlecruisers and similar nonsense. This kind of thing went on for years and years. So while you or I might not be having fun after the "first, possible second, time", I submit that there are plenty of people that do.
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Originally Posted by strcpy
Few people actually know what they want - they tend to think if they can see it in their head it will work in real life. In the GW world look at locked gates - Factions is *exactly* what the online community wanted for a long time. Once they got it turned out it wasn't so hot. In real world examples look at sub-prime mortgage loans - didn't work out as people had envisioned did they? No different here - most people want something that doesn't exist and are angry when it doesn't happen.
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Really? Some people were happy with the locked gates because people could no longer 'cheat' by running - in short, people who wanted to control how other people played the game. The sub-prime issue is a case of everyone on all sides being greedy, and the end result of an economy quite comfortable with debt that was irresponsibly deregulated.
But even assuming,
arguendo, that people really didn't know what they wanted in those cases, can you state with any credibility that people don't know what they want here? How can you say
a priori whether people know what they want or not? The examples you gave above were chosen in hindsight - you explicitly picked cases where people said they wanted 'A', were given 'A', and then, allegedly, decided they didn't want 'A' anymore. I could give examples of cases where people got exactly what they wanted and were happy about it. Can you predict ahead of time which situation it will be? And if so, how? Just because
you know better?
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Originally Posted by strcpy
There is a named logical fallacy there but I'm too lazy to look it up. However I'll give an example (for an active male):
1: 250 calories per day == death
2: 1000 calories per day == not healthy
3: 1500 calories per day == more healthy
4: 2000 calories per day == even more healthy
Therefore since we see increasing calories is healthy we will consume 100,000 calories per day and be the healthiest person on the planet. Obviously that line of logic is flawed as it is not a linear relationship. Power vs fun isn't a linear relationship in gaming either.
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Your argument is begging the question. You assume
a priori that power v. fun isn't a linear relationship, when that's exactly a critical piece of the question (see above). Even assuming,
arguendo, that you're right and it's not a linear relationship, we still have two problems: 1) at what point is more power no longer fun (more importantly, how can you tell?) and 2) why shouldn't we give each person the ability to pick their own power threshold?
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There is a point where power becomes too much. Players like walking around feeling like gods - however they also like playing the game. Any skill or button that violates the latter sucks. See Ursan - it allows them to wipe any area yet they can also play the game. An instant win, or your example, violates this. If you don't understand this concept any one who has a remote idea of those concepts will dismiss you as a hack - you aren't doing your side any favors by saying obviously foolish ideas. Most reading understand this even if they do not have the information to express why you are full of crap.
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I think you're confused as to what 'my side' is - it's important to be able to separate an argument from your own personal thoughts and opinions. And it is, in fact, irrelevant what I really think as long as I present a cogent argument. I have still not received satisfactory answers to the questions I'm posing.
Furthermore, the second half of your argument is irrelevant ad hominem. It doesn't matter if anyone would "dismiss me as a hack", or whether you think I'm full of crap or that "my ideas" are "obviously foolish"; neither of those is a logical argument.
Again, a "win" button is entirely optional. Similarly, a Chimera of Intensity blessing would also be optional. You can use it if it makes the game more fun for you. Don't use it if it doesn't. And while your "you can't even play the game" argument might apply to the win button, it certainly doesn't apply to the Chimera. So where do we draw the line? Anything overpowered is okay as long as you can still "play the game"? If that's your line, we also have to define exactly what "play the game" means. Some people would argue that loading Ursan means you aren't even "playing the game" anymore. What do you think, and how do you justify it?
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The problem with an Appeal to Authority in this case is the the authority obviously decided you were incorrect in the end. Whatever quotes you have from Izzy the split is happening on the 22'nd (supposedly). If what Izzy does is correct then the split is correct as he (along with Anet) is doing it. You are in a catch 22 - either Izzy is someone to listen too and the split happened or Izzy isn't someone to listen too and the split is wrong. It is silly to say Izzy, only an that day, knew what he was talking about.
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There's no catch-22 in my argument. The argument takes the position that Izzy knew what he was talking about, and the split is correct. That is, PvEers like to be as overpowered and epic as possible, and therefore the split allows Anet to overpower PvE without worrying about PvP.