Protecting players from themselves

Now this isn't really closely related to Elite as a sandbox CYOA type of thing, but there is an interesting insight on way developers can "force" players to the intended gameplay and whether is it better to discourage the bad behaviour or encourage the intended behaviour.

[video=youtube;7L8vAGGitr8]https://www.youtube.com/watch?v=7L8vAGGitr8[/video]
 
I'm firmly in the let things fall as they may camp. Best to not have any 'intended behavior' at all, just a good setting and consistent, logical, rules.

Players don't need to be protected from themselves, they need to be given enough rope to hang themselves (or their characters) with.

Of course, I'm not not game developer/publisher trying to maximize my profit margins and can afford to have unpopular opinions or not cater to the lowest common denominator in those gaming situations I control.
 
I'm firmly in the let things fall as they may camp. Best to not have any 'intended behavior' at all, just a good setting and consistent, logical, rules.

Players don't need to be protected from themselves, they need to be given enough rope to hang themselves (or their characters) with.

Of course, I'm not not game developer/publisher trying to maximize my profit margins and can afford to have unpopular opinions or not cater to the lowest common denominator in those gaming situations I control.

Like I said, this is not the case of Elite. Aside from removing the obvious exploits, we SHOULD be left alone. :)
But in other types of games, the slight "guidance" is certainly a good thing.

What I like was the notion of players always choosing the easiest way after certain success, rather than taking risks in win/lose scenarios (aka grinding) That, I think is universal.
 
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