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Showing results for tags 'Objective based'.
Is experience inequality, in every situation, always bad? There have been many discussions over the experience mechanics in PE and this question seems to be underlying all debates. Should all choices in a situation give the same or very similar experience? Many people seem to assume yes. I've seen this reason: once people learn the 'most beneficial' way they will always do that. With onreadig this assumes that in every instance diplomacy or combat will offer greater rewards. This is not necessarily true. Potentially, sometimes combat could reward greater than diplomacy and the reverse. What about concurrent play throughs, some might ask? I don't think a game like PE should be designed from the point of restricting power gaming. Are people who want to role play the second run through aos a diplomat going to pick the combat solution because it "gave more rewards" last time? And if a person wants to play a sociopath who will do whatever it takes to get the best rewards, cool! Ultimately to me it doesn't seem logical to say every possible solution to a problem gives the same amount of exp and I don't think it should; so long as throughout the entirety of the game we have enough rewarding options for each 'style' at various points. Sometimes a cunning diplomat -is- going to get more than an uncharasmatic, yet incredibly skilled, thief. Implementing a way for every style to get every reward leads to linear and restricted design. Feel free to disagree with my reasoning and discuss.