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Old 02-07-2006, 01:20 PM   #126
the_logos
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Join Date: Sep 2002
Location: Mill Valley, California
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I believe that a good design decision is one which moves the game towards its goal. If that goal is simply to entertain the creator, then anything that does so, including implementing what you personally feel is a bad decision, is a good one.

Equality. Different classes can never be perfectly balanced for every situation, unless they are functionally identical. One can balance different classes/capabilities to perform roughly equal in certain defined and controlled situations (damage output per minute for instance) but without 100% functional sameness, one can always find situations where there is not balance.

Another reason may be cost: Developing many classes means you're developing content for a subset of players rather than the set of players, and is more expensive as a result. The budget (whether money or time) is an extremely important factor in the creation of any game.

The point is that there are more potential designs than you, me, or everyone together on this forum will ever think of. To just blithely claim that designs that have never even occured to you are bad designs unless they conform to what you view as 'good' is odd.

--matt
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