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I'm pretty sure the learning curve is more a result of DF's total lack of interest in reducing the learning curve, than any kind of necessary function of it. Obviously the complexity of the game leads to complexity of the interaction, but 10% of DF's learning curve is its nonsensical UI, probably another 30% is the fact that it has no tutorial or manual of its own, 20% is all the additional tooling surrounding it, which should be but isn't native to the game. And if my percentage allocation means anything, then only 40% of the game's current learning curve is essential (that is, unavoidable given the game's complexity). I'm also not sure its fair to consider DF's writing as similar to donavanm's -- they're not operating at a different level so much as a totally different task. donavanm's writer as I understand it is trying to lead the player through a story, whereas DF's trying to produce a story through the player. The former produces an overarching theme, plot, characters, etc. The latter produces pieces that could fit in a story (or stories), and hope it will occur as an emergent phenomena of play. It's like writing a protocol versus using one; you could say both are doing software engineering, but they're very, very different kinds of software engineering, and require totally different thinking. Notably, story-component-writing probably also scales pretty well (the engine develops it out), while story-writing does not. Which of course is true of procedural games in general. You get the engine and the pieces right, and you've got exponentially many scenarios to explore (the problem is that, if you do it wrong, you have exponentially many scenarios that you don't want/care to explore ~~ No Man's Sky) |