Could be some wisdom in what you’re saying about scaring off new gamers, Mr. Birk 898. And I’m curious about isaic16’s comment about the possibility of the AP starting out very hard and not really escalating in difficulty. For if one day demons and devils no longer seem scary, there go some of our best metaphors.
But allow me to play Khorramzadeh’s advocate for a moment. Just for a little fun and reminiscing.
I enjoyed the breakdown of bane ratio stats. It’s helpful to see them laid out so well. These numbers definitely demonstrate something. But do they necessarily mean the B scenarios are poorly designed? …Why?
You see, growing up on tabletop games, I remember well that the easiest time for a PC to die was generally in the early levels. This was sort of a given. Everyone just seemed to know it. There certainly was more chance to put up with early on, and just about everything was threatening to your character. In fact, it was a celebration-worthy feat getting through that first bottleneck, indeed. Endure the trials, and only then the world begins to reveal its boons. As with the fool’s journey, games often started out awful and merciless. Survive, and the game got easier. In fact, it only got hard again after our hero mistakenly believes that he’s mastered some aspect of the external world...
So I guess we've been doin' it in reverse now, and for many long years. Since the beginning of WoW, at least, we like our challenges to always be gentlemanly and wait until we are ready. That's cool. It's kind of like the duel between Inigo and the Man in Black, and THAT certainly was cool. But it’s not the only ‘non-broken’ way to have fun. Near perfect scaling is something that us gamers have simply been indoctrinated with, and so now we demand it or we feel that some mechanic is flawed. I’m guilty of this reflex, too. It’s just, my doctor would like to see me cut back is all.
But, could we ever consider this callous, nooblet-hating lethality of yore as a legitimate and potentially rewarding alternative these days? There was certainly a natural balance and benefit to our experiences with character loss tending to happen to us earlier rather than later. For one, catching up was much easier! Getting to experiment with a variety of novice builds before getting our footing gave us a larger picture of the game as a whole, and it didn’t put us too far behind our mates at that stage. As a bonus, a low-level character death or two helped instill a feeling of genuine threat at a relatively low time-cost (compared to the loss of a high level character)—yet we’d also somehow carry that memory with us, eventually far into the advanced levels; and thus was maintained the illusion of dire consequences even at the point where characters sometimes began to enjoy something akin to invulnerability.
Someone here made a point that the threat shouldn’t be so high when we are first acclimating to our characters. Feels like a solid point. But, what about acclimating to loss and recovery? That is part of this game, too. Would you rather get your first taste of having to restart right away or much later? I’m for now when I can catch up faster. What’s that? You say you’d prefer Nevar? I guess that’s good too.
On repeating scenarios, I could only repeat what I’ve said in another post, so I won’t. It’s also a much less fun discussion than death.
At any rate, if the B scenarios are really going to be many peoples’ tutorial experience with all of PACG, I hear what you’re saying. But then wait a minute. What about the group out there that shelved RotRL because they were outraged over what little fight was put up by ol’ Pillbug “Pushover” Podiker? Like, those guys probably exist too, right? Maybe if they started with WotR, they wouldn’t have had to give up and move on to skydiving with Bengal tigers or something… To think of the lives, and tigers, that Wrath may have even saved.
Well, I suppose all I really mean is that I’m not so sure I’d call these scenarios poorly designed. That kind of implies that the makers set out to achieve a mark and missed it. The scenario configs really seem to me to be a purposeful ‘choice’, rather. Perhaps it is the wrong choice. But I guess if it is a choice, it can only be wrong for some. That is, UNLESS the designers truly intended to start out mild and then gently and evenly build the challenge level. THEN, your table would present some damning evidence that the gods must be crazy, sure. But who among us knows a dev’s mind, eh? We don’t even have any in captivity to study—for they seem to know how to spot our tangle traps, you see (even despite the label stating “100% Unpredictable”). But until we’ve got one strapped to the examining table, I feel I must yield that even such a peculiar bane/boon ratio progression as that boils down to a matter of preference rather than Unintelligent Design or something. Peace, & thanks for a stimulating and informative analysis.