Training Systems in Design Philosophy
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I feel like training has become part of a grind nowadays.
FF - Kill Monsters until you max out your class
Or not, depending on which version. Either way people still grind levels
Every Singles Naruto/DBZ/Bleach Rip - Hitting logs.
I will note that BLN had this thing where you can't macro train. I liked that. But pressing arrows and whatnot got repetitive.
So I am wondering if there was a way to create a training system that you couldn't just macro or something. I'm not saying that training should be engaging, training isn't the game! I view training as a "polish." You use it when you're just a little weaker than the storyline says that you should be. But I do believe that training should not be press a button or anything like that. (In fact due to this feature, my games to date have not had any levels in them whatsoever!)
Thoughts?
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It still was possible to macro because I've done it.
> So I am wondering if there was a way to create a training system that you couldn't just macro or something. I'm not saying that training should be engaging, training isn't the game! I view training as a "polish." You use it when you're just a little weaker than the storyline says that you should be. But I do believe that training should not be press a button or anything like that. (In fact due to this feature, my games to date have not had any levels in them whatsoever!)
As long as strength is based on player skills, not numbers in stat panel, people won't see need to level up.