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Emile comments on Justified Expectation of Pleasant Surprises - Less Wrong

10 Post author: Eliezer_Yudkowsky 15 January 2009 07:26AM

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Comment author: Emile 15 January 2009 09:00:35AM 0 points [-]

Now you can expect the game designers that read OB to jump in and comment :) Skill trees and character progression lead to quite a lot of discussion in Game Design communities ...

I think one reason for giving the player full information is to prevent the player from agonizing too much about the early choices he makes - if he has more information about what those lead to, he might not agonize as much. It's a bit like "Hmm, giving people a menu with a lot of choices makes them unhappy. I know, we'll put a lot of information on each menu item so that the client can make the best decision!"

A better way of reducing the time the player spends agonizing over options is to give him a system where he can change his mind easily and at low cost. So, items rather than classes, spells rather than skills, etc.

But then, I don't know what game you're talking about, nor what were the exact reasons the designers had for making the system the way it is. They probably had pretty good ones too.