And then I frowned. And a thought popped into my mind.
"The Binding of Isaac sure has an awesome looking UI!"
And I remembered when Wrath of the Lamb came out and they added the curses and that one that made the map go dark- how much of a pain it was when that was gone. How removing vital information made the game so much harder, even if that information was most of the time calculable with a pen and paper.
And then I went and played some Isaac.
And then later I watched some Extra Credits, because that show is interesting even if I have no business with game-creation.
http://www.youtube.com/watch?v=h86g-XgUCA8&list=UUCODtTcd5M1JavPCOr_Uydg...
And I thought back to my argument with Zopyros THE SECOND and how I had played devil's advocate albeit badly. He says "The Royal Jelly fight is bad game design." and I say "But it functions and the company would make more money if they allocated resources to something else."
Because we all know that OOO isn't about to go back and add royal polyps to RJP. They don't even have time to fix the iron slug.
And I thought about the video. My argument was also that the game design behind RJP didn't matter, because the playerbase played that level so much that it became second nature, and then passed that information down to others. And that the playerbase liked it because of crowns.
And then I thought about Nick and the UI a bit. Nick said stuff about the UI and about linear gameplay and about ambiguous game design concepts that made it hard to quote him into sounding bad, but still left us with the feeling that he had no idea what he was talking about.
Players play the game so that they can get crowns. Not because they enjoy it. They go out of their way to say things like "Fix the arcade" because they like the arcade and want to play it, but-
They would rather have virtual currency than actual enjoyment of the game.
The extrinsic reward of the game largely outweighs the intrinsic reward. The largest intrinsic rewards in the game come from getting new gear and getting to use it- the extrinsic rewards come from fighting through zambies forever or paying up.
And then I felt a bit sad, because I thought about how awesome Spiral Knights could have been if the devs had done a better job at balancing things and being creative with the ways that they added content in.
Like how all of the items cost energy and require hours of grinding or cash to get to.
And how all of the levels and new content are hidden in the mission system, or behind the massive wall of grinding for the next thing.
Like when they added that one place with all of the kats, and no one played it after a week. Instead, players went back to their firestorm citadels and their royal jelly palaces and disregarded the new candlestick keep levels. They didn't like them because they paid out badly. The same thing happened with the roarmulus twins. Players often "like" that content better, but it doesn't pay enough raw crown output to be considered worthwhile.
I always have that feeling, that the concept of Spiral Knights holds so much untapped potential that goes so wasted as time goes on. How it could have even beaten WoW or something like that. Been the next minecraft.
This one time a friend was like "You're playing a Legend of Zelda clone with an awful energy system!" and I was like "it has some things from zelda, but it has other things from other games... and it has awesome multiplayer"
But no, he was right. Thats all that it is. A Legend of Zelda clone with an awful energy system. The multiplayer isn't so multiplayer unless you go way out of your way to find people to play it with you, because they are all stuck farming stuff all the time, because they aren't stupid. They want gear.
And then I watched another video. http://www.youtube.com/watch?v=sHBOWPLpXrs
And I thought about how we don't know if the devs are being crushed by SEGA or strapped for cash or something. For all we know, Nick could cry himself to sleep every night, at the thought that he was being forced to mutilate his creation. To read over our threads, to agree with us. To say "Yeah, this is crap. Iron slug should have a buff right now." and then find out that he cannot buff the iron slug. To hope that we'd just forget about that he'd agreed with us. I really wish I could just sit down and ask him that.
But until I know for sure, I guess I can't just presume anything. He might just be greedy or misguided or something. Why else would he kill the artistic style of the game, impose all of the grinding and spam bad looking promotions at us with no actual content being added? More things that I would love to know..
Which makes me think about Zeddy. It would take the devs, or the GMs asking the devs, all of a half hour to fill in much of the wiki, but they don't. Rather, Zeddy pays them his energy in order to figure the things out that they've made. The damage numbers for monsters, the health of a lichen merged precisely 6 times on depth 19. Zeddy also paid for their mistake regarding chaos and mad bomber. Thats right, he crafted chaos armor when the devs outclassed his armor, no questions asked. And about how someone, I think it was a Little-Juances of some sort said "OOO doesn't "think" we're stupid. They have proof :P"
And he's really right. Why else would we (or all of you, I play what I like) sit there, day after day, farming the same content over and over when we openly admit that we don't want to do it?
And then I thought about how everyone has this concept known as "deserves" and it works something like this-
"Zeddy deserves to have a glass cannon set that is in balance with other items, because he crafted it."
But Zeddy did not, because OOO off-balanced his mad bomber by buffing chaos to the stars and beyond.
So perhaps it should work something more like this-
"Fehzor deserves to have a glass cannon set that is in balance with other items, because she successfully predicted that the devs would buff it out of proportions some day, and then crafted it rather than mad bomber."
That way, it would tell us something that makes sense. Because no one really deserves anything- it's all just an opinion. But if we were to use this to explain things that do happen, then it works a bit better in practice.
"We don't deserve a decent game, because we all chose to play one that isn't decent.
Checks out a lot more than-
"We deserve to play a decent game, because we've been here for a long time waiting/know that the devs "could do better" or any other reasoning."
Unless you think that the game is decent, which is a good possibility. If that is the case, then you should be happy. Until if you run out of content and realize that more isn't coming frequently, and that when it does come it isn't implemented very well. But you might not. Hence the "if". You could just be like "The game is wonderful because FSC is the greatest and I don't need/like other content." But most people tend to, after a while, get tired of where the game sticks them, and leave. Which is sad.
This thread makes a bunch of great points... but... what's the discussion supposed to be about?