- Joined
- Aug 15, 2013
- Messages
- 72
- Reaction score
- 32
- First Language
- English
- Primarily Uses
- RMMV
Hi all,
Obviously, that sort of blanket statement is never going to be 100% true. This bit of writing is an attempt to spread a bit of a design philosophy I've taken to over the years. By no means am I someone who created these ideas, just wanting to spread them.
Big Numbers: Evil
I want to start off with a hypothetical RPG Maker Game. In this game, at level 1, the player has 600 health and deals 270-330 damage, on average. Right at the beginning of this game, the player is trained to know that big numbers are the norm in this game. Level 25 rolls around, and the player has 3000 health and deals 1000-1100 damage every attack, on average.
At this point in the game, how do you impress this player? How do you instill fear in them? When a boss comes around and deals a 1400 damage attack, it'll definitely get the attention of the player. But at a certain point, the numbers just get too big for the mind to truly comprehend them (keep in mind, these won't be round numbers. "That attack did 1434 damage out of my 3287 health... how much is that?")
Now, I want to propose that same RPG Maker Game, but with some stat changes. At level 1, the player has 10 health. They deal 2-4 damage with each hit. That sounds a little pathetic, right? But at this stage in the game, what are they really fighting? Rats, little runt goblins, and maybe a schoolyard bully. Does it really make sense to have these enemies have 500 hp at the beginning of the game?

How did you get so swole?
How does this numbers change really affect the players mind? You're not changing the balance of the game at all (reducing the players stats and the enemies stats by the same threshold), but does it make the second example feel more boring? Less powerful? Not at all: the players feel power based on how the world reacts to them. If the player deals 500 damage to an enemy and takes 35 turns to kill it, they feel weak. If the player deals 4 damage to an enemy and takes 2 turns to kill it, they feel more powerful.
That's all fairly basic stuff. Now comes in the changes-in-numbers. Unfortunately, humans are very bad at truly understanding numbers at a very very small scale (think the size of atoms, or the amount of adventurers left after that swole rat gets its mitts on them) and numbers at a very very large scale (think the size of planets, or the height of skyscrapers). We've all heard fun little facts that make these sizes, distances, and numbers all feel wacky and fun: "a speck of dust is closer to the size of a planet than the size of an atom", "if every person on earth held hands around the equator, they would wrap around the earth 7 and a half times (and many of them would drown)". But what does that mean? At a certain point, 7,594,000,000 people and 40,075,000 kilometers just becoming meaningless numbers in our heads.

I know it has a label right there but I don't know what this means.
So, as numbers get further away from the ones we deal with on a regular basis (usually anything between 1-50), it gets harder and harder for the brain to comprehend the significance of them. Because of this, it's easier to impress a player in a low-number game than a high number game: it's easier for the player to comprehend what these numbers mean. It also means that the player can comprehend their own upgrades better. If their healing ability goes from a 13-15 to a 14-17, that can be a big change, and something the player can FEEL. Because there's less variety in the numbers, it feels good to get a bigger one because it's not something you see often. When the numbers can be 300-360, the odds of you seeing a number you haven't seen in a long time is quite high, so new numbers don't feel as special, even if they are bigger. You see new numbers all the time.
Gods: Evil
(in video games, not trying to make political commentary)
We've all played a game where we killed a god of some form. Final Fantasy VI, Asura's Wrath, Shadow of the Colossus, etc. - they may not necessarily be a god by traditional definition, but the definition I'm going for in this post is "anything that is inconceivably more powerful than anyone of your race who is normal". This can be a dragon, this can be vampires, or this could be really swole rats.
These things have their place in games, absolutely. I would be stupid to suggest otherwise. I'm trying to say there's an alternative, and I want to use superhero movies to make that point. The Avengers made a stupid amount of money. Like, a billion gajillion dollars. So many dollars my mind can't properly comprehend because the numbers are too big.

I was right.
This has Gods. This has suits of armour that just appear because nanobots I guess. This has a dude
This is exciting. This is high stakes. This is drama filled. And obviously, it's done very well.
Batman: The Dark Knight also did very well. Not quite as well as Avengers (maybe I shouldn't have chosen literally the highest grossing movie of all time as my example), but it also did very well. This is a story about one dude protecting a city. There's still drama, and things that aren't possible in real life, but it is significantly more down-to-earth than Avengers. Go even further down: I'm pretty sure there's a Spider Man movie about him protecting a couple city blocks that did pretty well, too.
What I'm trying to say with this, is that the same happens in video games. Much like with the numbers, the stakes can be brought down too. By doing so, you may be reducing some of the drama and tension by making the conflict worth less, bu you're also raising that drama and tension in a bit of a different way, by making the conflict more personal. Who here has ever stopped a god in real life? Who here has ever been scorned by someone at work, or at school, and wanted to get revenge on them? A more personal story may be more relatable to those who fall in the latter than the former.
Conclusion:
Are Big Numbers bad? Are Gods bad? No, not inherently. But, by making games with lower numbers and less intense stakes, you may be able to craft a more personal story, rather than just one that relies on being epic. These smaller stakes also are not better. They are just different, and it may be something that benefits your game.
Obviously, that sort of blanket statement is never going to be 100% true. This bit of writing is an attempt to spread a bit of a design philosophy I've taken to over the years. By no means am I someone who created these ideas, just wanting to spread them.
Big Numbers: Evil
I want to start off with a hypothetical RPG Maker Game. In this game, at level 1, the player has 600 health and deals 270-330 damage, on average. Right at the beginning of this game, the player is trained to know that big numbers are the norm in this game. Level 25 rolls around, and the player has 3000 health and deals 1000-1100 damage every attack, on average.
At this point in the game, how do you impress this player? How do you instill fear in them? When a boss comes around and deals a 1400 damage attack, it'll definitely get the attention of the player. But at a certain point, the numbers just get too big for the mind to truly comprehend them (keep in mind, these won't be round numbers. "That attack did 1434 damage out of my 3287 health... how much is that?")
Now, I want to propose that same RPG Maker Game, but with some stat changes. At level 1, the player has 10 health. They deal 2-4 damage with each hit. That sounds a little pathetic, right? But at this stage in the game, what are they really fighting? Rats, little runt goblins, and maybe a schoolyard bully. Does it really make sense to have these enemies have 500 hp at the beginning of the game?

How did you get so swole?
How does this numbers change really affect the players mind? You're not changing the balance of the game at all (reducing the players stats and the enemies stats by the same threshold), but does it make the second example feel more boring? Less powerful? Not at all: the players feel power based on how the world reacts to them. If the player deals 500 damage to an enemy and takes 35 turns to kill it, they feel weak. If the player deals 4 damage to an enemy and takes 2 turns to kill it, they feel more powerful.
That's all fairly basic stuff. Now comes in the changes-in-numbers. Unfortunately, humans are very bad at truly understanding numbers at a very very small scale (think the size of atoms, or the amount of adventurers left after that swole rat gets its mitts on them) and numbers at a very very large scale (think the size of planets, or the height of skyscrapers). We've all heard fun little facts that make these sizes, distances, and numbers all feel wacky and fun: "a speck of dust is closer to the size of a planet than the size of an atom", "if every person on earth held hands around the equator, they would wrap around the earth 7 and a half times (and many of them would drown)". But what does that mean? At a certain point, 7,594,000,000 people and 40,075,000 kilometers just becoming meaningless numbers in our heads.

I know it has a label right there but I don't know what this means.
So, as numbers get further away from the ones we deal with on a regular basis (usually anything between 1-50), it gets harder and harder for the brain to comprehend the significance of them. Because of this, it's easier to impress a player in a low-number game than a high number game: it's easier for the player to comprehend what these numbers mean. It also means that the player can comprehend their own upgrades better. If their healing ability goes from a 13-15 to a 14-17, that can be a big change, and something the player can FEEL. Because there's less variety in the numbers, it feels good to get a bigger one because it's not something you see often. When the numbers can be 300-360, the odds of you seeing a number you haven't seen in a long time is quite high, so new numbers don't feel as special, even if they are bigger. You see new numbers all the time.
Gods: Evil
(in video games, not trying to make political commentary)
We've all played a game where we killed a god of some form. Final Fantasy VI, Asura's Wrath, Shadow of the Colossus, etc. - they may not necessarily be a god by traditional definition, but the definition I'm going for in this post is "anything that is inconceivably more powerful than anyone of your race who is normal". This can be a dragon, this can be vampires, or this could be really swole rats.
These things have their place in games, absolutely. I would be stupid to suggest otherwise. I'm trying to say there's an alternative, and I want to use superhero movies to make that point. The Avengers made a stupid amount of money. Like, a billion gajillion dollars. So many dollars my mind can't properly comprehend because the numbers are too big.

I was right.
This has Gods. This has suits of armour that just appear because nanobots I guess. This has a dude
snapping his fingers and killing half of all living things in the universe.
Batman: The Dark Knight also did very well. Not quite as well as Avengers (maybe I shouldn't have chosen literally the highest grossing movie of all time as my example), but it also did very well. This is a story about one dude protecting a city. There's still drama, and things that aren't possible in real life, but it is significantly more down-to-earth than Avengers. Go even further down: I'm pretty sure there's a Spider Man movie about him protecting a couple city blocks that did pretty well, too.
What I'm trying to say with this, is that the same happens in video games. Much like with the numbers, the stakes can be brought down too. By doing so, you may be reducing some of the drama and tension by making the conflict worth less, bu you're also raising that drama and tension in a bit of a different way, by making the conflict more personal. Who here has ever stopped a god in real life? Who here has ever been scorned by someone at work, or at school, and wanted to get revenge on them? A more personal story may be more relatable to those who fall in the latter than the former.
Conclusion:
Are Big Numbers bad? Are Gods bad? No, not inherently. But, by making games with lower numbers and less intense stakes, you may be able to craft a more personal story, rather than just one that relies on being epic. These smaller stakes also are not better. They are just different, and it may be something that benefits your game.


