SeigneurAo wrote:Even if you're not in direct competition with others, you can feel offended by the simple fact that shortcuts exist.
What right do you have to tell me that I feel offended by shortcuts existing in my single-player game, and then take those shortcuts away from me to "help" me have fun?
It's a generic "you", didn't target you specifically.
And as I said above, I don't pretend it's legitimate, nor do I pretend it's illegitimate. It's just the way some people feel, and they have a right to think so, just like you have a right to prefer taking shortcuts.
And, now this is my very personal take on this : the devs have a right to make a call on their own game, the one they have been polishing for several years, and decide that such and such feature is not fitting for the vision they have, or even not fitting anymore
(and yes, here I'm talking feature removal, nerf and such).
For instance I was kinda bummed when they removed alien artifacts (still am, tbh), but it's a design decision and it's completely theirs to make. Their game, their rules. You can always respectfully and politely explain why you disagree with such and such thing, list the reasons why it should be reverted, but if they do stand by their decision, it is my opinion that people shouldn't go nuts on them. But hey, it's the Internet, so...
Hertzila wrote:The danger is misusing these things when they really aren't applicable. These are not the Gospel of True Game Design, these are a couple of tools made for certain things. Both the Timmy-Johnny-Spike types and the Bartle Types have certain areas of applicability and the limits that come with it. TJS was made for and is pretty exclusively about CCGs, using them elsewhere is stretching the system. Bartle Types are specifically about MUDs and MMORPGs and their playerbase composition, with limited usability beyond. Why should we stick to them when discussing Factorio and its playerbase? Wouldn't it make more sense to either create a new system or loan a more generalized one? What that general system is, I have no idea but neither TJS nor Bartle seem to fit well either.
For example, are the megabase builders Johnnies or Spikes? Are the guys that just make the most complicated logistics systems 'just because' Timmies or Johnnies, or even Spikes? What about speedrunners? What about the multiplayer guys? Do we even have Bartle's Killers in our playerbase? Isn't basically everyone here an Achiever, actually? What exactly is Explorer's schtick here?
Of course it's a stretch. And not because it is intended for this type of games or that. Just because you're splitting people in only 3 categories, you're going to make assumptions and approximations. The idea is simply to have directions for your game design decisions, and decide which orientation(s) you want to favor, be it during the initial phase or during fixing/balancing/feature adding.
Few players fit into only one category, and thankfully so. If you think hermetic categories, you're most probably doing it wrong.