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#Actualsunandshadow

Posted 13 December 2012 - 02:28 AM

The main thing is, for me, it's uncomfortable to share ideas. I really don't like the attention or specific discussion OF me. It's an odd thing, I know. I'm not even a shy person, I'm more sociable than most and usually do have the spot light. But sharing my own genuine thoughts? That's really frightening.

I can sympathize with being afraid of having one's ideas judged or critiqued harshly; I've been through some rather traumatic art critique sessions. But this isn't primarily a critique forum, and our moderation policy is that we want everyone to be civil and helpful, not overly harsh. People are not going to tell you your ideas are stupid; at worst they are going to tell you they don't think your plan or some piece of your design will work. You don't need to post a whole game design either, that tends to be a bit much for people to chew on all at once and may get a tl;dr. But one of the best ways to start a thread around here is to focus it on one topic you have been thinking about lately, try to ask one or more clear questions about this topic, describe some of the relevant examples you've seen in games, and describe your own ideas for what you might do in a game. So you're getting feedback on your own ideas, but you're presenting them in context and they're not alone in the spotlight, since people will also reply to the questions abstractly or describe contrasting examples in other games or describe their own ideas on the topic.

Anyway, I'll comment on damage. I think realistic damage models are unsuitable to gameplay. In reality as soon as a human gets slightly wounded they start performing significantly worse than a human who is not in pain and worrying about their wound. Wounds tend to snowball; the more hurt you are, the worse you perform, the more you get hurt. Even if you survive, in reality severe wounds take a long time to heal and it's common that they _never_ fully heal, leaving scars and worse that permanently impair performance. It's simply not true that "what doesn't kill you makes you stronger". This is terrible for gameplay because you get people being afraid to explore and take risks because they can't recover from their mistakes, and you can't balance fights to be an interesting challenge, because a little bit of challenge turns deadly too fast. So yeah, hit points are cool because every hit point is worth the same as every other hit point, and it doesn't seem quite as implausible that sitting down is all that's needed to recover from being almost dead when you are healing one point at a time. If anything, I'd be interested to see a combat system where all characters have more resistance to injury when they are under 1/4 health.

#1sunandshadow

Posted 13 December 2012 - 02:14 AM

The main thing is, for me, it's uncomfortable to share ideas. I really don't like the attention or specific discussion OF me. It's an odd thing, I know. I'm not even a shy person, I'm more sociable than most and usually do have the spot light. But sharing my own genuine thoughts? That's really frightening.

I can sympathize with being afraid of having one's ideas judged or critiqued harshly; I've been through some rather traumatic art critique sessions. But this isn't primarily a critique forum, and our moderation policy is that we want everyone to be civil and helpful, not overly harsh. People are not going to tell you your ideas are stupid; at worst they are going to tell you they don't think your plan or some piece of your design will work. You don't need to post a whole game design either, that tends to be a bit much for people to chew on all at once and may get a tl;dr. But one of the best ways to start a thread around here is to focus it on one topic you have been thinking about lately, try to ask one or more clear questions about this topic, describe some of the relevant examples you've seen in games, and describe your own ideas for what you might do in a game. So you're getting feedback on your own ideas, but you're presenting them in context and they're not alone in the spotlight, since people will also reply to the questions abstractly or describe contrasting examples in other games or describe their own ideas on the topic.

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