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Remember that I'm not a pure economic optimizer, I have fun weighted equal to or higher than economic outcomes, relative to my answers.
If I am needed to help contest the World boss, and it is fun to do, then it is now my optimal because it's part 'duty' and part fun. If it is considerably less fun to me than farming crabs, I keep farming crabs as long as I am not needed.
The important part is that I have the option to go contest the World boss, for fun, and the option to continue farming crabs. In the example where my crab-farming was less effective after one hour, I would feel more compelled to go to the World Boss even if it were as fun, because:
Fun Factor of World Boss + Economic Value of World Boss is compared against Fun Factor of Crabs + Economic Value of Crabs.
If you lower the Economic Value of Crabs, then you can also lower the Fun Factor of the World Boss, and then I'll probably go to the World Boss. But I don't necessarily want to. If you 'allowed my Crab Fun Factor' to remain constant, then I wouldn't have to calculate this. Some days I might go, some days not, assuming I'm not 'needed'. This gets even more complicated by 'how exactly is this system implemented'? FFXI actually does have this, to an extent, when a character has not left a specific zone or killed a monster in a different zone for some period of time. But if I am 20 minutes into my 'Daily Crabs' and I get an offer to fight a World Boss, now what do I do? Hope the system 'remembers my exact 20 minutes'? Or will it 'reset me' because I went to the World Boss?
Similarly, with the new guild member. DPS is a good example because they're usually in good supply, and therefore I'm less likely to be needed and go 'wait which raid? oh, I don't really like that one more than I like just killing crabs, but good luck though guys, I'll do my part and keep control of the Crab Meat market for us since you all will be busy with the raid'.
Or in the fully social situation, I'll just ask 'yo who wants to do this raid more than they wanna farm crabs?' and someone may go 'I wanna go but who will fill in my share? If I go, there may be crabs left unslain on the shores of Traitor's Rock'.
And I'll go 'I got you fam I will ride out to Traitor's Rock to kill your share of crabs, go have fun with that raid.' The important thing here is that now, I, who have been killing crabs for an hour, and 'Traitor's Rock Crabslayer Of The Fifth Order' who has just logged on, are not making a calculation based on the fact that my bonus for the day has run out and theirs hasn't. They get to go to raid, even if they care about nothing from the raid, and I'll just trade them the crab meat I gather for some Raid drop I might want, without either of us thinking 'oh wait this would have been more profitable the other way though'.
I won't kick up a fuss if yet another game 'forces me to rotate through stuff I don't want in order to be optimal', I'm just making the point that if you are correct, then we are definitionally at odds. As you said, you have to make my experience worse in order to make your experience better.
Sometimes it's like that, that's why different games exist I guess. If only there were enough good ones that we weren't all fighting for scraps of what we want from Intrepid. But I trust they will do something good, and someone will do the 'other side', even if that someone someday has to be me. By that reasoning I should hope that they implement things your way entirely (assuming that your perception is right and the two cannot coexist, which I am not explicitly accepting yet). Since I'm losing interest based on their design implications at the moment, I would hope that those who haven't, also get an economic system they like.
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But those players are doing it because of competitive optimization freedom that assigns a specific value as important and only that one. Just the timer. That has to do with the way human brains do pattern matching, and social pressure. So the key point before I proceed into a bunch of priors, based on this, is the crack in the design.
"Novelty is absolutely not a high weight for me in terms of fun, and is often negative."
I can give many examples of this, and I definitely don't think that games should be designed in ways that strip away options for novelty, but if you do anything to force it, you're having a negative effect on me. Later on in this post I'll get to what 'forcing it' means. For now, random examples!
Monster Hunter World is by most reasonings an easy game for veteran MH players or just veteran gamers. For this reason, many players and speedrunners apply additional challenges to themselves and change their value system to optimize for their fun while still being within a competitive environment. I agree that all absolute incentives to be competitive over fun should be reduced or removed as much as possible. But different 'tiers' of fun or fun styles can exist.
Some people find it more fun to challenge themselves to perfectly attack the monster and never let up and defeat it super fast doing exactly the same thing very quickly.
I find it more fun to challenge myself to fight monsters with Armor and defensive values considerably below what the game intends so that when they hit, they do a specific amount of damage on average.
I don't expect to convince anyone else to play this way in some 'competitive' sense, but maybe I should, because I have learned that, at least for a while, a lot of other players explicitly did so because it's relatively easy to agree on, and feels intuitive enough.
But when we're talking about an MMO, optimizing novelty isn't the same feeling. I can optimize 'my skill at fighting monsters with 375 Armor' in any number of ways, but the baseline experience of 'if I get hit, X damage will be done so I must play around this' remains. In your specific lens, I believe what you are talking about is 'optimizing novelty relative to economic status', which is not the same thing as 'optimizing novelty itself'.
So to round out that example, I'll give the reason why I don't like the optimal MHW playstyle. It's based around 'preventing the monster from posing a threat'. That's obviously the most efficient and effective way to play Monster Hunter. Minimize the monster's ability to do anything and you can't be harmed. That's efficient, and fun for some, because it is definitely still mechanically challenging. It's not fun for me.
There are people out there who feel the 'this is against the spirit of the game' and want other people to be made unable to play that way, but some of them want this because they don't want to compete in that sphere, and since 'kill time' is the most easily available metric, it is the one most people will see value in. People don't like to feel undervalued.
Honestly, the only reason that economic optimization is so inescapable is that in an MMO, economic power is the only solid and uncounterable power. No one messes with your bank account. Contrast this with PvP Minecraft servers, where 'secrecy' and 'territory control' are the optimization, because people absolutely can take/destroy your valuables. All of them. Would someone 'buy currency' in Minecraft if it didn't come with a Super Secret Base to protect it all?
That means we get the following:
1. Economic Optimization is the Optimal Optimization therefore Optimal Optimizers will view all Optimization through the lens of Economics in MMORPGs.
2. Introducing a system to make Optimal Optimizers more likely to experience novelty will involve introducing the Novelty into the Economic Optimization
3. If this system damages the Fun Optimization of Fun Optimizers (it's much more robust, but it can be damaged, which is my point) by reducing the Economic Optimization aspects related to their Fun, then their Economic power is reduced for no guaranteed benefit to them (because not all value Novelty).
4. Since Economic Power is linked to Fun at least some of the time, their Fun is eventually impacted and they must participate in the forced novelty offered by the Economic Optimization Novelty system or at least start calculating, which may in turn also impact their Fun.
The above is almost exactly what BDO is, and why I had to stop. BDO's regular Fun factor is gated behind timers for activities and 'dailies'. The other fun things to do in BDO are economically unviable for most people since there is no fast travel in the game. Also, the more people seek fun, the more the rewards from fun become economically unviable due to saturation, and the less economic power is available to Fun Optimizers. Quite frankly it is so bad as to get that game 'Garbage Tier' rating from me.
In fact, that's one of the most interesting outcomes of all this. The more fun something is for a majority, the less valuable the rewards will be on any market unless that fun does not rely on success and most engagements with the content are definitely intended to be failures (in which case, unrewarded, in which case, Economic power lost). And
that
is often why the less fun option is the optimal.
If gathering the materials for an item was really fun and achievable for everyone, then there would be no market for them, because people would all have so much fun gathering the materials themselves. And we know this works even outside of the game because there are many people out there who decide 'it is more efficient to work at my day job and spend money to have someone else level my character for me, than it is to level myself'. Why? Because to them, leveling isn't fun, but 'being high level' is either 'fun' or 'helps them resist the social pressure of conformity' or 'helps them deal with the pattern-matching impulse of humans to be at least above average in performance'.
If we were somehow free of these pressures, if we were not a species of wildly varying psychological profiles, where some people literally can't 'choose not to conform to social pressure', we'd all just 'choose our fun and go with it'. Oh, and of course those annoying requirements like 'food' and 'shelter' that you have to pay for, for some reason, which led us down this path.
Anyways this continues to be a complex topic so I look forward to your answer, I'd say the numbered points section is the only one worth directly responding to, since the rest is 'personal background priors', and this time, those are pretty 'set-in-stone' because of
my
psychology, just as yours are.
If we can agree on the premises of the numbered points bit, maybe we can agree that they are at odds in your worldview regardless?