kiners, on December 29 2012 - 01:48 AM, said:
I'd be happy to write you a thesis on the difference of punitive and empowering forms of management in practice and its potential with players in a game environment along with recommending a few books but for the sake of keeping it as short as possible;
The version you propose is quite punitive (punishing) - but this is not necessarily a bad thing in the context of games and sports, it would likely just make the game more difficult. An example of a very punishing type of game is Day Z, you are rewarded only by the fact you are allowed to survive in pretty much most cases, but it is still great fun to play despite the difficulty and unpredictability of other players over AI.
Basically if you penalize dying that will encourage the behavior for people to NOT die obviously (we want the Not die bit), it will definitely work in that regard and you might think Yay! (I would too), but it may also result in people being too afraid to even go out for fear of harming their XP gain EVEN IF a pub team 'leader' requires someone to do so if necessary as a result or to an extreme you will very rarely see soloing for strategies' sake (distractions, sneaking off for EU) outside of clan matches except for the most committed pub players or those well ahead of everyone else's scores or not needing any more XP (assuming the podium model is still being used), and for people who draw the shortstick this can be very discouraging, it is punishing in nature and not very rewarding, which increases the difficulty, and it is upto the devs to design and tweak how difficult they want their game in the end.
That, with K/A removed as well should cause people to stick together more and die less, or at least aim to die less. The consequences however I'd imagine would be similar to most dota games where people will simply not commit abilities until the entire team commits resulting in very long protracted skirmishes with not much happening apart from minor HP exchanges and a rise of ambush style strategies. With repair guns coming this may change the dynamic of it and make it pretty interesting to not make the game all about who gets the drop first with ambush strategies. This is also assuming its a pub game, not a proper tourney/clan game. So with that said I think what you propose would certainly be worth trying out!
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On a side note; I would likely object to it in other contexts, but in the context of gaming and Hawken I dont think it'll be a bad thing at all, it'll simply just make the game more difficult in general. Just explaining the potential result you'll get from it, it comes with consequences but it'll certainly have an effect where deaths are concerned, it may even have a quicker effect than the alternatives but may not necessarily have a better result - ie, high risk of people falling into that shortstick category and other unforeseen problems... assuming you dont want that. Otherwise, sweet!
On another note; it'll show that the same frame of thinking actually can be applied and works, part of the developers role is to conceal this process as much as possible - whether they know it or not - so that it doesn't end up looking like a boring game of points exchange.
Hence why I often aim for empowering methods, risk of problems and consequences significantly reduced, it can be harder to implement and see differences initially, but over time, it'll show and it is better in a moral sense. However in games, punitive methods will likely just make the game more difficult for beginners instead.
The more you know!
Edited by Woobins, December 29 2012 - 05:51 AM.