This great visualization/article highlights one of my pet peeves with current game design--options for the sake of options. I feel like the common trap for designers is to put too much stock in tag lines like "Over 700,000 different builds!" You're dumping a combinatorial explosion of overhead onto players. If all those choices don't significantly enhance the core game experience, you as a designer as wasting people'…
Mario meets Pareto
151–160 of 184 posts
Re: Mario meets Pareto
#152This great visualization/article highlights one of my pet peeves with current game design--options for the sake of options. I feel like the common trap for designers is to put too much stock in tag lines like "Over 700,000 different builds!" You're dumping a combinatorial explosion of overhead onto players. If all those choices don't significantly enhance the core game experience, you as a designer as wasting people'…
That said, the sheer amount of options leads to a class of expert players and build-makers that normal players can rely on. I just wish the game itself provided more tools for navigating it (like an ingame build-guide system).
Re: Mario meets Pareto
#153Earlier quoted context omitted.
Looks like svelte + three.js Svelte has some pretty nice built-in scroll animation support: https://svelte.dev/repl/051cd352ce284d15b55c91c8b30fa32f?ver...
Author here. I'm using Svelte, which is great for interactive applications. For the event handling I'm very influenced by what https://mlu-explain.github.io/ does. The 3d plot is made with Threejs through the Threlte wrapper. One challenge was animating the 20k points in the 3d plot, which is handled by a custom vertex shader.
Re: Mario meets Pareto
#154This great visualization/article highlights one of my pet peeves with current game design--options for the sake of options. I feel like the common trap for designers is to put too much stock in tag lines like "Over 700,000 different builds!" You're dumping a combinatorial explosion of overhead onto players. If all those choices don't significantly enhance the core game experience, you as a designer as wasting people'…
We all know that guy you can’t play games with because he sucks all the fun out of it for anybody else. As a game seller this isn’t just bad, it’s stupid.
Re: Mario meets Pareto
#155This great visualization/article highlights one of my pet peeves with current game design--options for the sake of options. I feel like the common trap for designers is to put too much stock in tag lines like "Over 700,000 different builds!" You're dumping a combinatorial explosion of overhead onto players. If all those choices don't significantly enhance the core game experience, you as a designer as wasting people'…
It depends on why you play though; the "combinatorial explosion of overhead" is only a problem if you're trying to min/max, if you play for fun it's more "What character do I like" or "What wings do I find pretty". The most important thing: Don't tell others how to play. Don't tell them "you should pick X because it's the best" unless they explicitly ask for it. Let people play their own way, and don't push how you p…
Re: Mario meets Pareto
#156I always knew those little red tires were the best. Sadly, this misses the most important thing to me: style. And my love of Zelda. So I'm afraid I'll personally have to disregard all of this.
Re: Mario meets Pareto
#157> A portfolio with low risks and high returns? [...] Of course, if you already know the exact weights Or! In this case, it reduces to a one-dimensional optimisation thanks to the structure of the problem. What we're optimising in portfolio selection is not the return of a single investment, but of a lifetime of investments. And thanks to compounding, that is a function of both risk and return. So we can find the opti…
The article even hints at this by observing that the discounted sum of future salaries are part of your current wealth. Which is exactly correct and also -- if you're young -- the most significant variable by several orders of magnitude. Curiously, the author understands this but doesn't care.
Re: Mario meets Pareto
#158Really cool analysis and visualizations! Although there’s an interesting wrinkle with Mario Kart 8 + 200cc - most players don’t want speed over a certain level because you’re too fast to control. So rather than trying to maximize absolute speed stat you may want to minimize the delta from your optimal speed stat
Acceleration because when (not if) you get hit/crash, you need to be able to catch up quickly.
Re: Mario meets Pareto
#159Earlier quoted context omitted.
> Indeed, like it or not, the idea that the game of Mario Kart (for example) is exclusively the part where you drive around the track is both simplistic and naive. It comes across as a values statement of the following form: "good games are only concerned with moment-to-moment mechanical execution and tests of reflexes, and not any of that other Skinner-box frippery". But (again, whether we like it or not), for a lot…
> I was mostly trying to say something along the lines of "solving NP-hard problems isn't good gameplay" Consider that Tetris is NP-hard. :) Giving the player optimization problems is one of the fundamental pillars of game design. For many, it's more fun to make a deck of cards in Magic or Hearthstone than to actually play the deck against an opponent.
I'd appreciate a bit of a more charitable interpretation of my responses.
Given the context, a more charitable interpretation would have been something like:
"solving NP-hard problems isn't good gameplay...*in and of itself*"
> Giving the player optimization problems is one of the fundamental pillars of game design.
Yes, but this is not what I'm talking about at all. I don't know how you're interpreting my position as being against optimization problems in games.
> Consider that Tetris is NP-hard. :)
Would you consider that the choices that make Tetris NP-hard significantly enhance the core game experience?
How about MtG or Hearthstone?
---
> Please respond to the strongest plausible interpretation of what someone says, not a weaker one that's easier to criticize. Assume good faith.
Re: Mario meets Pareto
#160This great visualization/article highlights one of my pet peeves with current game design--options for the sake of options. I feel like the common trap for designers is to put too much stock in tag lines like "Over 700,000 different builds!" You're dumping a combinatorial explosion of overhead onto players. If all those choices don't significantly enhance the core game experience, you as a designer as wasting people'…
That’s why my go-to Mario kart is the N64 version. No bs just pick a character and go
For the most part, once you've got your kart dialed it. It is still "pick your character and go". It's one of my goto games for "I want to do something for a few minutes to unwind" (which usually ends up with me more frustrated and on edge than unwound haha).