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[PATV] Wednesday, September 12, 2012 - Extra Credits Season 5, Ep. 4: Energy Systems

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Posts

  • bronkulabronkula Registered User new member
    Yeah, sorry, but these mechanics were used in door games long before WOW. That statement really smacked of ignorance in an otherwise great video. Games like LORD (Legend of the Red Dragon) and TradeWars2002 were using energy systems long before GRAPHICS existed. Partially because of the limits of phone modems, and partially because they could see the addictive quality of a game you had to come back to after a few hours.

  • ChimneyImpChimneyImp Shifty Eyes BostonRegistered User regular
    Back in the dark ages when I played WoW, the rest system really impressed me. I didn't play often, but the thought of that sweet experience bonus waiting for me got me to log in again, if only for as long as it took to finish my rest bonus. I had no idea it started as a penalty.

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  • WarpZoneWarpZone Registered User regular
    This video doesn't address the fundamental problem with Energy systems: Abusing them for transparent monetization apparently WORKS! If it DIDN'T work, the top games on iphone and android wouldn't still be USING them!

    Explain how we're supposed to correct the habits of consumers so that they will REWARD developers of good games! Without that vital information, explaining how to MAKE good games does us no good! We'll just make a good game which will fail in the marketplace and then we'll be out of business in six months. Meanwhile, our competitors, who make bad games with abusive Energy systems, continue to dominate the top 100.

    How do we fix this problem!?

  • littlefaithlittlefaith Registered User regular
    While the negative, penalizing effects of energy systems is true for Zynga and many other games, there are also times when an energy system is intriguing and contributes to gameplay, not just to keep you from running out of content to access, because if you played all day long, it would be too short. 1) Real-time multiplayer games like puzzle pirates use a daily labor quota as a spawn rate for production of materials. 2) Real-time multiplayer games need a way to equalize player advantages, too, so that a game doesn't become nothing more than a grind. When you realize that the player who sits at a computer for 12 hours a day is going to beat you every time at a game, that loses incentive for casual players to join. I played a zombie internet game where you literally only had 5 moves a day, so you were done playing that day after 5 clicks of your mouse button. That was a very interesting experience and compelling in its own way.

    I noticed other commenters had the same observation, that casual playing is benefitted by systems that don't allow you to grind all day and thereby spares everyone from grinding. Because leveling should not be the end-all of a game. That is a particular mindset that should be discouraged. When I played WoW, I spent my time on a role-playing server, where I would actually sit around and tell stories to friends in a "scenic" or private location. I also ran events for fun, with little items and bits of story for prizes. Many "friends" and guildies were confused by my behavior in game, why I wasn't always busy grinding or leveling. It's because I'm not addicted! even if I spent hours in the game just like other people. I play it for the enjoyment, the social aspects, the fun. And whenever a game becomes just work, it's not fun anymore. I think the "being penalized" mentality, again is super male/competitive and it's in the mind of the grinder/addict that feels like they need to be rewarded for their time spent, rather than for just taking it easy. Why shouldn't a game reward me for going to take my shower, make dinner, and hanging out with my kids??

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