I havent played wow in a while. but since when are recipes in wow complicated? Except maybe epic ones since you may not know where to get some items from the high end instances.
I personally have not played WoW. MMO's take up too much time that I need to spend doing other things. However, I understand the point Blitz was trying to make, and it was a valid point. Recipes in WoW aren't a problem. Regardless of how many items you need, how far you have to travel to get those items, or how much those items cost, you can do it on your own schedule. In DotA or Demigod, every second you spend making a decisions is one second you can't be on the field leveling up.
Heres my opinion the golden age of gaming is dead. We're now going into the fluff machine....no new game really takes that much skill to play anymore. Everyone wants to make a game u can pick up and play with no learning curve because the majority of people are lazy and dont want to actually learn the techniques and fine details of a game. because that takes time and a brain larger then a peanut(not saying anyone on this board just in general).
Every single game is being dumbed down in all genras....except maybe not fighters. WoW was a big success because anyone could pick it up and play it. And then after a yr and all the r tards hit maxed lvl and relized that raids required to many people...they figured oh well thats to much planning for me....thinking ahead is BAD!! (the time issue coulda been fixed by being able to hit checkpoints and then letting u tp to that check point when u have more time ala WAR, but that wasnt the issue).
Wtf are you talking about? Games these days are far more complicated than games five years ago. Look at early games. Mario had movement, jump, and fireball/run. Heck, nothing really had any more buttons than that. Why? The only buttons on the controller were the directional pad, A, B, Start, and Select. Today, look at a typical controller and what do you see? A, B, X, Y, two shoulder buttons on each side, a directional pad, two control sticks (with buttons built in), start, select, and sometimes even more. Games are getting much more complicated as time is passing. Look back at the classic games such as Elite and Wing Commander/Privateer. Yeah, they were amazingly complicated for their day, but neither of them can even shake a finger at the X series.
So why do people complain about simplification so much? Well, things are getting more complicated. Simplification of games is needed much more today than it was a decade ago. That's partly why Freelancer was heralded as such a great game. If you strip it down and look at it for what it is, it’s not really that much better than the games that came before it. Yeah, it has it outshines other games in some places, but mostly it was just very easy to pick up and play. One of its best features was the fact that it had a revolutionary new flight control system that made flying a spacecraft a hundred times easier. It was a huge step forward for the genera. Why? Because it made it easier to play and understand without sacrificing any depth.
Of course, there has to be balance. A great example of mixing complexity with user-friendliness is Metroid: Zero Mission. The first Metroid games suffered from being inaccessable. They dropped the player in a hostile environment with virtually no instruction other than "kill Mother Brain." That's great, but how do I start? In Zero Mission, they added what were basically objective markers on your map, so newer players had some idea of what to do. Unlike Fusion, however, they didn't force you to go to the objectives in the order the game provided them. In ZM, you could go do whatever you wanted, wherever you wanted, even if it was in the other direction from where the game wanted you to go. NONE of the complexity seasoned players craved was sacrificed by using this system, but the game was made much more accessible.
That is exactly what I am trying to do here. The world of gaming is getting more complicated with each passing year. The challenge is keeping it simple enough for new players to enter the game without sacrificing the complexity that makes the game worth playing. Innociv's blacksmith idea is a perfect example of this. Again, I am not complaining that recipes are complex. I am arguing that there is a far more effective system that makes the game more accessible without sacrificing the core game play complexity.
For the record, I am strongly against over-coddling the player. I think Metroid Prime 3: Corruption was a pretty bad game, at least as far as the spirit of Metroid goes, simply because it tried to hold your hand too much and force you to do things its way. It sacrificed the core game play of open exploration in order to make the game more accessible, which imo was a huge mistake.
I see recipies as the economy to a rts. take out the economy and what do you have? A very dumbed down macro fest. The economy isnt all the skill u need to master its only a small bulding block, then comes your micro, macro, overall stragety, positioning etc etc. but the difference between being a truely great player is mastering the economy. all the rest will come with time. economy and strategy are the only things u can plan for.
The biggest difference between your economy and recipes is that a normal RTS allows you to be in more than one place at a time. Recipes require you to stand at your base while other people level up out in the field. In an RTS, you can manage your economy while your combat units are in the middle of a battle if you want to. You can be both attacking and keeping your economy strong at the same time. Even if you take a few seconds out to ponder an economical conundrum, the rest of your forces will continue to go about their assigned jobs. In DotA, if you take a few seconds out to research recipes, you are losing the gold and experience you should be getting out in the field.
Are recipes hard to make? No
Agreed. Just a few clicks.
Are he ingredients hard to fine? Yes, for beginners but that easy enough to fix if u just want everything handed to u put all the shops in a town.
No. Ingredients aren't hard to find at all. Knowing what ingredients to get is the hard part. The shops in the woods in DotA and the artifact shop in the middle of the map in Demigod are good aspects of the games that should not be removed. If an item isn't in the shops, it’s in the woods. That part isn't hard.
Or if u dont know where soemthing is look! does that put you at a disadvantage yes. But thats why u start off as a noob so you can learn
I agree that newbs are at a disadvantage for these reasons. However, these disadvantages should be kept to a minimum. The only reason I can possibly think of that would cause someone to want the game to have an unnecessarily steep learning curve is that they enjoy winning the game more than playing the game. They want every possible advantage over as many people as possible when the match starts so that the game is just that much more in their favor. The opposite of people like me, who want to play the game to have a fair challenging fight and clash strategies with my opponent. Sure, I want every advantage I can get within a match, but making the game harder to pick up just so I can beat more people is ridiculous. If someone can give me a different reason as to why they would want an unnecessarily steep learning curve, I'm all ears. This is all I can guess right now.
Do recipes add a extra layer of planning and strategy to the game? Yes
Can the extra layer of planning and strategy added by recipes be incorporated in a more user friendly fashion without sacrificing any of the planning or strategy? Yes.
is that a bad thing? well in this age of gaming it is
I admit that it is sometimes taken too far, but you simply can't ignore the fact that games need to be playable. User friendliness is not something to be ignored. The core game play always comes first, but intentionally making the game inaccessible when a better option is sitting right in front of you is the equivalent to shooting yourself in the foot because walking is too easy for newbies to pick up.
I think Recipes don't really add to the strategy as the items you get early on confine you pretty much in what items you will get later on as the very nature of crafted items is that they are stronger then normal items. I think this results in less adapting to the actual situation as the loss to give up the recipe item for the items bought most likely is rather big.
I was trying to fight one battle at a time, but you said it very well and I can't just ignore it.
Now we get into the mechanics behind recipes. On this I am somewhat torn. On one hand, I recognize that planning ahead should be rewarded. On the other hand, I know that recipes lock you into a specific build and thus preventing adaption as the game progresses. On this note, I believe that Innociv's blacksmith idea actually performs better than recipes. Yes, it still requires planning to be successful. You can build up your Demigod with a large degree of customization that was worked on throughout the match. However, you aren't locked into a build from the first item you buy. Even if you were to fully upgrade one or two items, you would be able to start from scratch with another item and build in a different direction. Heck, if you had to, you could change the upgrade path halfway through one item. I think this is the best system, offering both rewards for planning and room for adaption as matches progress.
And I am still open to suggestions. If someone can present another option that would make the game better, I would be more than happy to concede. My goal is to try and help to mold Demigod into a better game, not win a forum war.