@mrchipps said in The psychology of gaming:
(...)I'll start and say that my favorite memories of games of old was the need to find other players to accomplish almost impossible tasks. The feeling of spending days working on something to finally see it through was a rush that kept me motivated. That coupled with the myth of items that I may have seen a few times, achievements, areas that most people couldn't get to, keep me going. I love to step ahead of other people and do things most people say are impossible. I would gladly smash my head on something 1000 times if one of those times I learned one small thing and progressed.
I'm very much the same there. In my first MMORPG ever, I had a group of dedicated friends and we managed to get to spots that nobody else had ever seen. Amusingly enough, not even the developers had seen one of the spots we reached (one teleported to us once and asked where we were and how we'd been getting there ).
@finland said in The psychology of gaming:
(...)Balancing everyinthing means that all spells are similar. It's nearly impossible to balance 400 totally different spells, especially if you can combine them like you wish 400^8. Accept It.
It depends if you want to go for symmetric or asymmetric balance. Since skills are supposed to be highly situational in Fractured, you don't need symmetric balance (and Prometheus even mentioned that in the Q&A video, by stating that one build could easily beat another under certain circumstances), it is enough if they balance out in the great scheme.