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by feoren
900 days ago
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> presumably it was unintuitive because people imagined more complicated ways it might be working behind the scenes I think this is exactly it. And then Sid Meyer calls his players stupid and irrational for assuming the game had more depth than it actually had. For assuming a celebrated game designer would put even a modicum of thought into making a combat system that was balanced, made sense, and felt good. It's like selling a gallium spoon and then calling people stupid when it melted in their soups. Sure, if you know a lot about gallium, you wouldn't be so stupid and irrational as to put it in your hot soup. But it's a metal spoon that you bought from a reputable vendor. Spoons go in soup. They were being completely rational; it's just that they were tricked into assuming a product was less crappy than it actually was. |
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I think this is overstating what Sid Meier says in the talk. His original goal was to make his simple combat stat system clear to users by describing its odds as odds conventionally are described.
> For assuming a celebrated game designer would put even a modicum of thought into making a combat system that was balanced, made sense, and felt good.
That's exactly what he did, through player testing! Through practice and player feedback seems to me like a perfectly reasonable way to uncover an intuitive notion of unit strength. It's not like he said 'they're odds, stupid! learn how to understand odds.'. He recognized that player intuition and fun was the real goal, and his team gradually made the combat system more sophisticated.