That seems opposed to what Linda Lisefors said above: You like the idea that you could calculate an answer if you chose to, while Linda thinks the inability to calculate an answer is a feature.
(Nothing wrong with the two of you wanting different things. I am just explicitly de-bucketing you in my head.)
My intuition also assumes diminishing returns for everything except defense which is accelerating returns
My model says that the trend in modern games is towards defense having diminishing returns (or at least non-escalating returns), as more developers become aware of that as a thing to track. I think of armor in WarCraft 3 as being an early trendsetter in this regard (though I haven’t gone looking for examples, so it could be that’s just the game I happened to play rather than an actual trendsetter).
I am now explicitly noticing this explanation implies that my model contains some sort of baseline competence level of strategic mathematics in the general population that is very low by my standards but slowly rising, and that this competence is enough of a bottleneck on game design that this rise is having noticeable effects. This seems to be in tension with the “players just don’t want to multiply” explanation.
That seems opposed to what Linda Lisefors said above: You like the idea that you could calculate an answer if you chose to, while Linda thinks the inability to calculate an answer is a feature.
(Nothing wrong with the two of you wanting different things. I am just explicitly de-bucketing you in my head.)
My model says that the trend in modern games is towards defense having diminishing returns (or at least non-escalating returns), as more developers become aware of that as a thing to track. I think of armor in WarCraft 3 as being an early trendsetter in this regard (though I haven’t gone looking for examples, so it could be that’s just the game I happened to play rather than an actual trendsetter).
I am now explicitly noticing this explanation implies that my model contains some sort of baseline competence level of strategic mathematics in the general population that is very low by my standards but slowly rising, and that this competence is enough of a bottleneck on game design that this rise is having noticeable effects. This seems to be in tension with the “players just don’t want to multiply” explanation.