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Topic ClosedQ: Is 'Knowing Everything' good?

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Albatross View Drop Down
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Direct Link To This Post Topic: Q: Is 'Knowing Everything' good?
    Posted: 06 Sep 2011 at 23:48
I thought this might make a good discussion point for those interested in game design and balance:

Is 'Knowing Everything' good for building and resources?

To explain further: is it better to (a) have precisely predictable growth and development, or (b) should some of the variables that contribute to the costs of a player's growth be hidden or complicated, so that they cannot be exactly quantified in advance, but are understandable in general effect? 

This question could be translated as:

Is realism fun, or is realism an obstacle to fun?

N.B: This question could potentially address map data, and other things that are available instantly in Illyriad, but which are generally not available in real life without doing work. This might include 'fog of war' or communication delays, which have been discussed elsewhere.
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Alti View Drop Down
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Direct Link To This Post Posted: 22 Nov 2011 at 09:32
For a game like this, where there's a competitive aspect and the knowledge is out there in the larger gaming community, hiding information means putting an obstace in the path of new players who aren't taken under the wing of an established gamer.

So I think explicitness is fairly much necessary for this kind of game.  But you can hide the information away from the main UI to build atmosphere.
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greenrub View Drop Down
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Direct Link To This Post Posted: 09 Mar 2012 at 01:51
Gameim shows strong and nice chance for players, increase the ability of fighting with tera is very good, and sharing experiences is one of good ways to improve power.
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Direct Link To This Post Posted: 09 Mar 2012 at 15:13
I am a firm believer of the transparent engine approach. It is way better to have a knowledge of the mechanics than have to rely on mysterious and unpredictable rules. One of the best table game I played was Diplomacy and its battle engine was so easy, but still able to give me so many options.

Simplicity and transparency, for the win.
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lokifeyson View Drop Down
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Direct Link To This Post Posted: 05 Jun 2012 at 06:54
nobody can know everything ;)

yeah i think if a player ask's a question by all means answer them. and provide them with the tools to help themselves in the future

(Give a fish, Teach to fish type of thing, course i try to give and teach lol)

also if we don't learn, how can we improve?

i want to play with smart players, that can adapt and learn new things

I have seen many changes in Illy and its player base over its life

learn the Gameplay Mechanics, learn the History, live for the future
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