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Old 2012-03-17, 09:30 AM   [Ignore Me] #9
Skitrel
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Re: MBTs - 3-man or 2-man - Discuss!


Originally Posted by Figment View Post
Putting everything on just two platforms is however, extremely dull because it all looks the same and you don't really feel like you're driving something built for a job, it's also about gameplay experience. Just because you CAN stick all roles on one vehicle by adapting it doesn't mean you should.

Worse though, it may just look like a cheap reuse of stock units. If you look at the amount of tanks in WoT and the gameplay differences each tank has, there's a lot to say against using the same two units. Especially because visual recognizability is why they make all these classes look different. It's also for the opposition to know what they're up against at first glance.
No, it gives the choice without creating a paradox of choice, fewer choices means less choice paralysis. More choices means more possibility for choice regret, choice regret occurs when a person has the possibility of regretting said choice later down the line and even when a choice is a good one people still feel choice regret later down the line as there were many options.

The problem with applying the paradox of choice to player behaviour theory is in balance. Too much choice causes choice regret, negative emotions and ultimately a feeling of negativity despite a vast array of choices. It convolutes and confuses.

It works for world of tanks is simply that, tanks. Planetside is not, first you've got your faction choice, a semi permanent choice that's incredibly important, then you've got your class choice, then you've got your options within your class choice, your specs, your side and upgrades, then you've got your further possible choices, what vehicle am I going to drive. It gets deeper and deeper until it all becomes far too much choice and eventually starts having a negative effect, either through choice paralysis, or once choice is made, choice regret.

It is a very delicate line to tread and getting it right is exceptionally difficult. What's necessary, what's not. That is the first and most important thing that should be applied to everything before the game is launched. Everything that's not necessary should be tossed out so as to minimise choice while still allowing what is necessary. This allows getting the balance correct, getting player behaviour and emotion correct, getting the overall psychological feeling correct.

Once you've got it correct, later down the line, you then consider adding to it, carefully, delicately, ensuring you do not upset said balance.

Later down the line, more vehicles, more stuff, more things that might add to the game, yes. Now however, no. Not necessary.
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