• fum@lemmy.world
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    5 days ago

    Math

    If I wanted to do math, I’d play D&D.

    The computer’s job is to do math, not mine as a player. Any game that exposes it’s math to the extent that a player is incentivized to do math is a failure of game design.

      • lightnsfw@reddthat.com
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        5 days ago

        Can confirm. A pretty significant amount of the time I’ve put into that game has been doing calculations on paper and then redoing them again after they turn out wrong.

      • WALLACE@feddit.uk
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        5 days ago

        Not OP but Kerbal space program is far better when you have a mod that calculates delta V for you. Otherwise you have to manually recalculate everything every single time you make a small change to your rocket. And without knowing the delta V you have no hope of reaching many of the planets in the game

        • Trainguyrom@reddthat.com
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          4 days ago

          Oh don’t forget MechJeb. Some call it cheating, but ain’t nobody in the real world docking 2 craft in orbit by hand, so why should I be required to do so in my space-lite simulation game? Plus if your craft is weird enough (or your mission has become funky enough) you still have to do some things manually because MechJeb can’t quite figure it out

      • fum@lemmy.world
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        5 days ago

        I’m glad for you, and I’m happy to use math in every day life, but for me its work. Many games have this problem for me, but take any game with items that have numerical stats as the only way to differentiate them. So to compare two items the player has to look at the numbers. To me that moment is work, not fun. I prefer a graphical or audio representation of the difference. Maybe color or size indicates the gameplay difference. Something like that makes it more enjoyable to me.