xx7xx
2004.10.07, 2052
Basically, I read tons and tons of ideas that people come up with, and most of them are complete crap. Why? Because they are too derivative, make something in the game obsolete, or duplicate an existing items functionality.
The notable exception to this is the bulk of Hayoo's work, but even then some of it IMO (medevac units) isn't worth exploring because of a cost/benefit issue within the game's design framework. I.e. why would you need a medic to hassle with a medevac unit when it would be more effective time wise to just respawn?
Anyway, not to get bogged down with specific examples, we need to examine how an idea would integrate into the existing gameplay framework and think about how it will add a new and unique feature to the game without making any of the above mistakes.
If your idea does duplicate an existing item, or make it obsolete, then maybe we need to consider replacing or modifying the existing item, but putting in something along side of an existing piece of equipment that varies in function by just a little bit is a huge waste of time and resources IMO.
Furthermore, every effort should be used to try and come up with ideas that require as little resources as possible, while providing the greatest player benefit as possible. Greatest player benefit meaning benefiting the largest amount of players the highest amount of time. These design ideals will lead to designs that will be more likely to be considered by the devs, rather than the typical response of "yeah, that's a great idea, but it's never going to happen".
Can you guys think up some more design guidlines to follow that would help cut down on the redundant and unoriginal ideas?
Examples of weak ideas: bigger/better anything of a particular class (guns, vehicles, etc.), gimmicky equipment (max catapults anyone?), stuff with ridiculous requirements/over complicated (outfit cruisers), specialized vehicles for every little job (aircraft gunships, air superiority fighters, etc.)
IMO it's all about bang for the buck- if you can design one unit, then have it customizable for different roles, or build in multiple features so that it can be used for many roles, then it's going to have a lot more merit than just taking something that is already in the game, modifying it a little and calling it 'new'.
I know I'm preaching to the choir here for the most part, but I still think this needs to be addressed.
So anyway, anyone care to add to this? IMO we should make a sticky with design guidelines. Kind of like a FAQ or seach feature on a forum so that people can check to see if their 'brilliant idea' has already been discussed to death. I.e. if a person reads the design guidelines thread and sees "please don't ask for something that is already in the game, but just a little better or different", then that (hopefully) will cut down on the "omg, we should make an anti-tank aircraft just like the A-10 Thunderbolt II because it's the coolest IRL OMG OMG W1N !!!1111ONEONEONE11".
The notable exception to this is the bulk of Hayoo's work, but even then some of it IMO (medevac units) isn't worth exploring because of a cost/benefit issue within the game's design framework. I.e. why would you need a medic to hassle with a medevac unit when it would be more effective time wise to just respawn?
Anyway, not to get bogged down with specific examples, we need to examine how an idea would integrate into the existing gameplay framework and think about how it will add a new and unique feature to the game without making any of the above mistakes.
If your idea does duplicate an existing item, or make it obsolete, then maybe we need to consider replacing or modifying the existing item, but putting in something along side of an existing piece of equipment that varies in function by just a little bit is a huge waste of time and resources IMO.
Furthermore, every effort should be used to try and come up with ideas that require as little resources as possible, while providing the greatest player benefit as possible. Greatest player benefit meaning benefiting the largest amount of players the highest amount of time. These design ideals will lead to designs that will be more likely to be considered by the devs, rather than the typical response of "yeah, that's a great idea, but it's never going to happen".
Can you guys think up some more design guidlines to follow that would help cut down on the redundant and unoriginal ideas?
Examples of weak ideas: bigger/better anything of a particular class (guns, vehicles, etc.), gimmicky equipment (max catapults anyone?), stuff with ridiculous requirements/over complicated (outfit cruisers), specialized vehicles for every little job (aircraft gunships, air superiority fighters, etc.)
IMO it's all about bang for the buck- if you can design one unit, then have it customizable for different roles, or build in multiple features so that it can be used for many roles, then it's going to have a lot more merit than just taking something that is already in the game, modifying it a little and calling it 'new'.
I know I'm preaching to the choir here for the most part, but I still think this needs to be addressed.
So anyway, anyone care to add to this? IMO we should make a sticky with design guidelines. Kind of like a FAQ or seach feature on a forum so that people can check to see if their 'brilliant idea' has already been discussed to death. I.e. if a person reads the design guidelines thread and sees "please don't ask for something that is already in the game, but just a little better or different", then that (hopefully) will cut down on the "omg, we should make an anti-tank aircraft just like the A-10 Thunderbolt II because it's the coolest IRL OMG OMG W1N !!!1111ONEONEONE11".