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copyedits, heavenbanning post

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@@ -103,7 +103,7 @@ No mention of equipment power creep, however, is complete without mentioning Dra
You can reasonably argue that it's not an actual problem because multiplayer games usually aren't sufficiently competitive to force use of the optimal strategy, so players can pick their preferred option, and because [CraftTweaker](https://www.curseforge.com/minecraft/mc-mods/crafttweaker)-like tools allow customization to bring strategies' power into alignment. I don't think this is right, since defaults are very powerful: recipe tweaking is slow and annoying enough to be rarely done extensively except by specialized pack designers, people are likely still biased towards "better" options, and it affects the design of new mechanics in mods, as they will usually be built against the perceived defaults rather than people's idiosyncratic preferences.
Something interesting to note here is that we don't see a smooth monotonic progression towards more power. There generally instead seems to be convergence toward a "preferred" level of simplicity/abstraction/power within each domain, progressing rapidly at first as people discover-or-invent new mechanics and occasionally reversing (e.g. Create, AE2[^9]). There's also lots of sensitivity to the actions and design goals of individual developers, making jumps discontinuous and somewhat unpredictable. It also appears that power creep is avoidable by individual mod authors by deliberately reducing interconnectivity with other mods, such that users cannot pick-and-choose optimal solutions finely, and by having unusual features which can't clearly be compared in power[^7].
Something to note here is that we don't see a smooth monotonic progression towards more power. There generally instead seems to be convergence toward a "preferred" level of simplicity/abstraction/power within each domain, progressing rapidly at first as people discover-or-invent new mechanics and occasionally reversing (e.g. Create, AE2[^9]). There's also lots of sensitivity to the actions and design goals of individual developers, making jumps discontinuous and somewhat unpredictable. It also appears that power creep is avoidable by individual mod authors by deliberately reducing interconnectivity with other mods, such that users cannot pick-and-choose optimal solutions finely, and by having unusual features which can't clearly be compared in power[^7].
What can we learn from this outside of Minecraft mod balance? Probably not that much. While we see that the dynamics involved have been quite sensitive to individual developers, I think this is because there's not very strong selection pressure on mods and because "generations" are slow rather than this being a more general pattern. One interesting angle here is that the (apparent) nonexistence of a dominant strategy often comes from the advantages and disadvantages being merely hard to compare rather than actually equal. I think this holds up in other contexts, and growing ability to make end-to-end comparisons might remove illusions that many things are equally matched.