ChienAboyeur
SasqWatch
- Joined
- March 29, 2011
- Messages
- 6,265
Everything seemed to be rolling along nicely until Heart Attacks were added (my opinion) in an attempt to make the game "harder".
Not really. DD's case gives food for thought, that's for sure.
Just after released, the product went through a string of changes to please customers.
In the following weeks, various playstyles exhibited concerning information relatively to the product and the gameplay that could be associated to it.
Players employing the classical playstyle (application of the basic fundamentals associated to the "ugoigo" metagame, minute care etc), as the streamer Kabooki was doing during his streams, exhibited that the dungeons worked at the reverse of the expectations: exploring dungeons was supposed to be a stressful experience, yet, those players usually managed to decrease stress when adventuring in the dungeons.
The dungeons could be used to de stress heroes. As a consequence, the facilities designed to relieve heroes from their stress were made irrelevant.
It would not have been that bad if the use of this playstyle was called by the rest of the features. Not the case as it was shown by the playstyle used by some other players like TheSatellizer.
TheSatellizer self admitted he did not like turn based (ugoigo) games. He played accordingly by ignoring all the factors that were supposed to be lethal.
He ignored the light intensity. He ignored the quirks. He ignored the mental sanity of the heroes, often sending already broken down heroes in the dungeons.
While his parties took the odd casualties, usually, dungeons were clear and the mission successful.
Light intensity: irrelevant, quirks: irrelevant, mental sanity: irrelevant. In return, it showed that players, like Kabooki, used a playstyle that had no cause other than the player's will to use it. The use of it was not demanded by DD.
Both players, while playing differently, were having their fun, making that fun thing a moot point.
Despite all these deep flaws, DD was praised. This is when DD gives food for thought. The praise could not be for stressful dungeons, they were not, it could not be for relief buildings, light, mental sanity, or quirks as relevant elements to take into account in a decision making process to design a successful master plan to achieve success.
The question is why DD had received so much praise: a product hyped as difficult, punishing while success was reached when taking any kind of decision.
Devs' latest additions come brutally against that, it destroyed the illusion.
- Joined
- Mar 29, 2011
- Messages
- 6,265