Re: Is there too much hand holding?

Originally Posted by
Sillywilly
So sorry gang but I gotta agree with Alex on this one. Developers in their very limited life and educational experiences are essentially good for 2 things: Coming up with nerdgasmic plots and coding. (not so much coding it seems sometimes but you know.....)
The typical developer is absolutely fucking horrible at giving directions or anything else organizational related. I hated to see LotRO go to "easy mode" with the directional arrow but for fuck sake some of the directions given in that game were butt ass horrible. Like Alex said "north of here" when here was somewhere at the bottom of the map pretty much meant any area within a 150 degree wide cone area north of where you were.
This hand holding scheme pretty much came from the fact that developers have no attention to detail and thus are horrible at descriptions/directions.
So, I'm playing DDO again as I'm prone to doing for a month here or there once or twice a year and every time I play it it's even further from the concept of "streamlining" and idiot proofing. Everything is complex, sometimes irritatingly so, but as a result customizable as hell. I think most people that have played it long term play it like people used to play Diablo 2 back in the day. Getting a completely esoteric build that should never work in a million years to solo raid content, or micromanaging every aspect of itemization, feats, attributes, and multi-classing to make their favorite quirky character concept effective in all content, or even min/maxxing a standard build to peaks of effectiveness that approach rediculous. It's a very different experience considering so many companies doing away with talent trees, attribute allocations, etc.
They give pre-defined "paths" you can choose for a character that auto-allocate everything and roll a basic toon in a generic role, but where is the RPG in that? It's all about customization and developing your own playstyle.
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