Under a previous post Lost asked the question:
The real question/debate could be in evaluating each system on their own merits for the entertainment value of the player (which I attempted to touch on in my “RMT and game designâ€). While there certainly does need to be a “speed limit†to protect parts aspects of the game, such as the economy, are we trying to build a road with speed bumps or a 50 degree incline mountain road to climb? What value does long crafting/item creation times add to the entertainment value of the player? While it could be debated that it adds realism value, but that is hard position to support when the time it would take to make a sword in the real world would be much longer (even when converted into accelerated game world time).
This is a good question and I’ve had to spend some time thinking about it.
Now obviously it isn’t really a question of speed bumps or a 50 degree grade. In both instances the same goal is reached, so to me it seems to be an issue of speed bumps to slow down progress at specific points or a general lowering of the speed limit, hence the title, Speed Bumps or Turtles?.
To me long crafting seems to be the turtle. It moves along slowly and methodically, but it always moves. Instant, or quick, crafting on the other hand will zoom forward whenever the magic button is pushed, spitting out a new item or component, but what then? Since we’ve already determined that there needs to be an overall limit to how fast players can hurtle down this road players are now forced to sit and wait, doing nothing until the red light changes and they can leap forward again. Since they are bound by the same rules the ’speed bump’ method will actually have to wait until the turtle catches up before zipping ahead again. It’s true that the speed bump method may be able to leap ahead through several tasks until it’s finally forced to stop, but the further ahead it jumps the longer it will have to wait, and waiting isn’t fun at all.
Of course it is possible to make it so that so much time piles up that players will be able to go off to do something else while they are waiting, but doing this runs into the problem of balance between adventuring and crafting. If it takes an average of 10 minutes of work for an adventurer to loot an item how will they react if it only takes 2 minutes of work for a crafter to make one, followed by 8 minutes of hanging around talking with people at the local tavern before the item is complete?
I’m flattered.
I should have put in the part using a bicycle to climb that 50 degree incline to help/support my metaphor, but I didn’t want to push it to far.
This to a certain degree this falls into protection of the economy, but clearly it is also an issue of “fairnessâ€. And I agree that this needs to balanced (probably the second dirtiest word in MMOs), but I would suggest that we also account for how actively engaged the fighter has to be in the battle vs level of engagement required/in crafting (I know guilty of effectively being afk during a melee fight in some games).
I think that it is important to remember that this got started in the attempt to fold “social whittling†into a level based game (at least that is my assumption). And it wasn’t until I remembered that Scott is also Lum the Mad and that really helped me to understand his what his “social whittling†concept was born from. It was effectively the end game for crafters in UO (I use “was†because, while UO is still in operation, the days of smiths standing at the forge awaiting the passing customer are gone) which is a skill based game and at time a PvP (only) environment (it’s also worth noting that social whittling might have been the end game for the player as a whole).
While it’s not impossible to borrow ideas from one system to use in another, it certainly does present problems to be hammered out. While you make an excellent argument for speed bumps in terms of fairness. But could we also consider adjusting the amount of money that a monster gives along with the item drop. While this isn’t the best solution, it is a route to explore. Increasing the time to collect raw materials or the amount of raw materials. Again this isn’t the best solution and it could very well be argued where is the entertainment value in that dragging out the collection process.
As always, I don’t claim to know the right answer, or in this case if there even is an answer that everyone can agree on.