Everything achievable with a system of both positive and negative bonuses is achievable with a system that only shows positive bonuses.
There is nothing to be gained or lost its just about perception.
We're talking about relative distance every single time. The distance between -2 and 4 is 6 so i might as well just use 6 and 0.
This is patently false. Read my Ahn's Heritage example above and tell me how it could work
well without negative numbers.
Most items in Path of Exile
do not increase your max Endurance Charges, because they are special and limited. So if Ahn's Heritage gave +0 instead of -1 it would not be the same thing. If you gave every other item that does not give Endurance Charges a +1 while leaving Ahn's Heritage at 0, it would still not be close to the same thing. You'd end up allowing players to have way more than the default 3 max charges. With slots for Head, Body, Gloves, Boots, Belt, Weapon, Offhand, Amulet, and two Rings, that's 10 slots that would all end up adding "+1 to Maximum Endurance Charges." You would have to reduce the effect of charges to account for an average of 13 charges instead of 3. Charges are visible on your character as little orbiting balls. By scaling up their amount you clutter the visual display that is meant to quickly communicate how many charges you have. You destroy the
clarity of the system.
You also break the Lenticular Design I mentioned. You could never drop your max to 0 without negative numbers, because a nude character still has a base max of 3 charges. You would have to remove the base max, and change the Fragility jewels to give -6... oh wait, no negatives, meaning Fragility is deleted.
So to ever have 0 max charges you would have to only wear the shield and nothing else. This is a considerable sacrifice compared to only two jewel sockets.
Oh man, and the text clutter of all items needing to display "+1 to Maximum Endurance Charges" among all their other modifiers just so
one item among thousands can have 0. Implementing this single item would require all other items, systems, and skills to be changed, just to avoid negative numbers, and it still doesn't work!
I'm not sure the theory of loss aversion is applicable in the case of trading positive and negative stats. It's been a long time since high school economics, so my memory of loss aversion may be skewed by time, but generally this theory applies to projected gains versus projected losses.
You're probably thinking of
Risk Aversion.
Loss Aversion "is an implication of Risk Aversion," but is also distinct. It is a part of
decision theory, not just economic theory.
"Humans may be hardwired to be loss averse due to asymmetric evolutionary pressure on gains and losses. For an organism operating close to the edge, the loss of a day's food could amount to death, while the gain of an extra days food could lead to increased comfort but (unless it could be costlessly stored) would not lead to a corresponding increase in life expectancy."
"Would you rather get a $5 discount, or avoid a $5 surcharge? The same change in price framed differently has a significant effect on consumer behavior."
"The study found price increases had twice the effect on
customer switching, compared to price decreases."
@Hercanic I'm familiar with "Loss Aversion". Both as a video game player and as an amateur game dev doing this as a hobby (for fun, not for profit).
Typically, as a player, it's weighed as, "Is this negative thing worth the positive thing I'm getting?".
Loss Aversion is not a rational behavior. It is a feeling, a bad feeling, that's all. Some people will be more or less sensitive to it. Players can push through and view the gains and losses analytically, but even if they know it's worth it the feeling from Loss Aversion can persist like a mental hangnail.
Titanhex was correct with his premise, but the conclusion he drew from it is flawed. The value depends on your design goals. If items are intended to make the player
feel good, then beware of Loss Aversion as it directly conflicts with said goal. If your goal with items is something else, such as strategy, then there is no direct conflict. If your goal is lenticular design, negatives are a great place to hide them, making that moment of discovery all the more powerful.
There is a trait called "Small Frame" in Fallout 1...
That's kind of the trouble of "negative stats".
That's a noob trap, not unique to negative stats. You get the same problem from any significant choice imbalance that otherwise presents itself as equivalent to players. Character creation can be the worst offender, since players haven't even experienced the gameplay to make any kind of informed decisions.
If your warrior never uses the Magic Stat, then does it really matter if a sword they could use as well as a mage could use has a -2 to Magic? Not to the Warrior. It matters to the Mage only to lose that stat.
Yep, I also covered that when talking about Path of Exile.
As for "decision fatigue", I'm still not entirely clear what that means. Every time someone has brought it up, it has simply sounded like, "overwhelming the player".
Decision fatigue can be an implication of being overwhelmed, but it is also distinct. If I asked you to carry a 300 pound kitchen appliance up a flight of stairs, that might be overwhelming. It's just a 10 minute job, but it's hard because the object is so big and heavy.
Now instead, hold a cup of water or an unopened can of soda in the air out in front of you and don't move. It's not heavy, it's not big. It's easy to do, right? Now keep doing that, hold it there for as long as possible. How long can you go before you have to put it down?
It starts to get harder, painful even. Your muscles are
fatiguing from doing the same task, even though it should be easy. That's because energy is finite. Your muscles burn glucose to function, and it takes time for blood cells to travel and restock their supply.
To make decisions, the brain also burns glucose. It might not be doing advanced calculus or quantum physics, but it still gets tired all the same and needs a rest to restock. That's decision fatigue. Burnout.
There is a way to remedy this without putting the "cup" down: Down time. What if you were allowed to move the cup when holding it? Instead of out in front, you held it out to your side? What if you could change hands? By alternating muscles, you give one set time to rest while the other does work.
By giving players different tasks, such as going from combat to exploration to dialogue, you work different neural pathways, giving the ones that were just used a break. If you keep making demands on the same pathway, such as with frequency or quantity of small decisions of the same type, or strain it with big kitchen appliances, you will mentally fatigue the player.
If a positive-stat item is a cup of water, a positive/negative-stat item is a jug of water. It's just that much more to think about, because you're involving less common math in the mental calculations. It takes more effort to solve (2 + -1) than it does (1 + 1) or (2 - 1), simply because of familiarity.
even if you go with "all positive stats", you are still going to be getting "negative stats" from equipment piece to equipment piece, provided you have different equipment types in play.
Presentation and mental effort are not non-factors in their effects on the player. You overlook these if you only concern yourself with equating end results.
The item comparison window in RPG Maker, seen when equipping or buying items, is a mixed bag. On one hand, it stimulates loss aversion with bright red negatives, but on the other hand it reduces mental fatigue by doing some of the calculations for you (you still have to weigh importance). This is a lesser "evil" than negatives built into items, because you're only dealing with opportunity costs, not both item negatives and opportunity costs stacked together. Looking at the item outside of the comparison window also does not bring attention to any negatives, so when you first get a drop from a monster and admire its description, your
good feeling won't be dampened so soon.