/agdg/ - Amateur Game Development General

>A lot of times players will look for the most efficient or safe path rather than fun
Maybe they find that fun. Who are you to decide for the player what is fun and what isn't?

Because it isn't fun. I've found myself going down a path that I didn't really think was more enjoyable for certain reasons and looking back I wish I hadn't. Sometimes, the players are wrong

Reminder that if you want to get to the required level for 3D Modelling for games, you should get a CG Cookie subscription instead of relying on Youtube tutorials.
You might think you can figure everything out by messing around in Blender, but the reality is, you're probably doing a lot of things poorly.

RPGs and level systems are fundamentally very hard to fix if your aim is to reduce grinding

>stop liking things I don't like

>A lot of times players will look for the most efficient or safe path rather than fun
Then make the most efficient or safe path fun.
Or make the most fun path the most efficient.

That should be your goal, not to eliminate options by removing them.

Like I said I want to reward not grinding, however there are plenty of ways to punish instead. For example level caps is one, another way could be a very complex story where you switch characters so often that you don't want to invest time grinding in any of them
Like I said I myself have done things which I didn't actually think was fun because I wanted an optimal path. It's boring as fuck but I still find myself doing it in RPGs all the time and wish I didn't

>part of our job are developers is to protect players from themselves

huehuehue

>makes a big talk about le task as le developer to guide le poor player
>doesn't even know to avoid doing that through punishment

What's that? I got that quote from some Dev talk a while ago, I think it was X-Com
Like I said here, I want to avoid punishment, which why I'm looking for suggestions; I don't suppose you have any