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Your opinion - Exact values or expressions ( damage, bonus) ?

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Ardenian

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Ardenian

I recently played some maps and games which do not give you exact values for boni,
like '1% to kill a unit', but 'Adds a small chance to instand kill a unit'.

What do you think about the difference, what do you prefer and why ?
 

Ardenian

A

Ardenian

Depends on the approach of the map.
It's basically serious vs casual.

Well, I myself like the second one somehow, the vague expression.

However, I struggle with finding a good balance between value and epxression.
I think things like items or abilities should have exact values, as for damage, for example.
I wonder though, whether you guys would like or dislike if chances, like critical strike, instant kill chance and so on, have no displayed values and why.
 
Level 6
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I always want exact values for damage, healing, buffs, debuffs, and durations. If you do use vaguer terms, then use the same terms consistently so the player can know what they mean. If I interchangeably use the terms small, lesser, minor, and little, it will be unclear to the player. But if I very specifically have a progression from Minor to Lesser, used over and over, then a player will know at a glance which is superior to the other, and the precise value details become less important.
 
Level 28
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Depends on the approach of the map.
It's basically serious vs casual.

I disagree with serious vs casual: it is important if the map is immersive-oriented or gameplay-oriented (like you said in the other post). Because in my opinion immersive maps like some campaigns can get very serious and having exact numbers would ruin the atmosphere.

In horror maps for example, it is a major turn off reading exact numbers in abilities and such. That applies to singleplayer well as any other "artsy" multiplayer maps with immersiveness playing an important role (like Minotaur's Labirynth or Leap of the Lotus, etc).

However, like Chaosy said, maps that are more gamplay oriented and competitive should do just fine with the exact numbers in tooltips. Well what I just said is no universal truth though, that's only what I think of it :p
 
Level 24
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I disagree with serious vs casual: it is important if the map is immersive-oriented or gameplay-oriented (like you said in the other post). Because in my opinion immersive maps like some campaigns can get very serious and having exact numbers would ruin the atmosphere.

Would tend to agree on that note.
Also, every game no matter how serious/casual has hidden stats that affect game mechanics but are never shown.
Think about how in Street Fighter the range, windup, impact and arc of a move are never put down in any numerical form. Yet knowing those factors is important to that game, also said game is arguably of the poster children of competitive gaming.

In general, if a player can do it often enough and with little enough repercussions to get the "feel" of said mechanic, you don't really need to add stats for it.
 
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