In Response To: Here I still disagree. But not as much as before. (munky-058)
: I used to think you were dead wrong, remember?
: People with your mentality are the reason we have so many invisible walls and
: soft-kill zones.
: But because of them, and the way they limit us, I see your point a little
: better. Arbitrarily telling us how to play the game is wrong. It makes it
: less fun. Even when it shouldn't matter, like the invisiwall behind Blue
: Base on Tempest. They shouldn't do that. If they don't want us going
: somewhere, make it difficult to get there, don't cop-out with an invisible
: wall. Reach is a lot less fun because of this. I have the skill to jetpack
: across the very thin girders on Exodus. But I can't get far because of the
: soft-kill zone. It took the fun out of exploration. It didn't bother me so
: much in Halo 3. It does in Reach. Because of this, we'll never have
: awesome jump videos like we had in Halo 1, and The Banshee trick on The
: Package is the only thing we can truly enjoy liberties with. But even that
: is limited, because we have banshees.
: That takes longevity out of the game, and all the grinding challenges in the
: world aren't going to keep me hooked.
: Bungie should have had an "Unlock all invisible walls" bonus for
: Solo Legendary Completion + scoring off. The fact that they can disable
: the walls in New Alexandria and The Package is a sign that they easily
: could have, but chose not to.
: I agree that it gives the game some depth when you can bend the rules as far
: as possible (things like the forklift glitch still exist, and can be fun)
: without breaking them, but that should be done for fun, not for personally
: beneficial reasons like scoring credits. But as I said, since the
: Challenges are a broken system, and because of all of the invisible walls,
: I don't even care anymore how much people bend the rules.
This is of course a side effect of player reward systems, since any system that is in place can be gamed. Sometimes not even gamed, just optimized by clever players. The fact that having such reward systems forces developers to shrink the game's possibility space by limiting player choice, is I think on its own enough to illustrate that they are harmful and not worthwhile.
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