![]() ![]() One of the things I liked in playing artifactless thralls in FA was trying to get the early game/end game balance right in the choice of race and class. There can be, for example, a trade-off between early game, mid-game and end game. But there are other strategic choices to be made when creating a character. So I'm not talking about different races being better at melee/ranged/spells/sneaking/etc, because those choice primarily determine class and then race is an afterthought. I'm excluding those choices involved already in the choice of class, since I've talked about those under class specialisation. Not something which appeals to me, but I guess there's a market for that sort of thing. If everyone who plays a class is going to play it as a particular race then you can fold the race bonuses into the class ones and save everyone a keystroke when rolling a new character. This is probably the main use of races at the moment, but I don't see the point of this from a design point of view. Here it's mostly a matter of the more races/classes, and the more they differ, the better. Variety, especially for people who have already figured out how to win. This approach would treat race balancing measures, like experience penalties, as a bug rather than a feature. Maiar seem to be intended mostly as an easy difficulty level, for example, and largely succeed at that. From this point of view it doesn't much matter what the races are called, as long as some are better than others. Difficulty levels, for people who like challenges, or like to avoid them. ![]() I tend to ignore flavour, but I understand how important it is for other people. It's important though that the options fit the theme of the game. There's no real need for it to have any game play effects at all, just like sex. Flavour, for people for whom this is a role-playing game or who just like flavour. Here's a list of the ones I can think of: What is the purpose of races? I can think of several, current or potential, and each one suggests a different approach, so it would be good to be clear on what we want to accomplish. We must put care and craft into every experience if we expect any confidence or consideration in return.Late to the party, but here are some thoughts: Everything we do (and don’t do) communicates. This characteristic, while subtle in its application, is essential to the effectiveness of any experience. ![]() – Paul RandĪesthetic is defined as the philosophical theory or set of principles governing outward appearance or actions. Without aesthetic, the computer is but a mindless speed machine, producing effects without substance, form without relevant content, or content without meaningful form. Without aesthetic, design is either the humdrum repetition of familiar clichés or a wild scramble for novelty. It is more important than ever that we own our own ethos, make palpable our brand values, and incorporate an instantly identifiable IBMness in everything we do. The rapid, relentless pressure to produce is creating an uneven emphasis on immediacy and incrementalism over individuality and innovation. ![]() Today, as with technology, the talent, techniques, thinking and tools of design have become more and more abundant and accessible to all.Īt the same time, decisions have become more distributed and experiences less and less distinctive. ![]()
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