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stackghostyesterday at 5:26 PM2 repliesview on HN

>The truth is though there was no “bad experience”, it was all just an experience.

I mean there absolutely were bad experiences. Griefing drove lots of players away, which is why they implemented Trammel.


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maptyesterday at 5:44 PM

You approach that from a game design perspective to reduce the reward and set bounds on how much fun a player is allowed to destroy maliciously and what kind of counterplay is available, but if you completely eliminate it the world loses a lot of its drama. Conflict drives narrative.

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deadbabeyesterday at 5:36 PM

Grief is a natural consequence of player freedom, but it’s not worth giving up that freedom for some safety.

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