How is it possible to ever avoid cookie cutter builds? In a mathematical sense, you have 'x' out of 'y' total options to customize your character. Of those, there will most likely be one or a very small number of builds that are the best, and thus the cookie cutters.
Games like WoW had cookie cutter builds with their original talent trees. Their newer talent system destroyed most of the creativity and still had complete cookie cutterness. At best, there were different builds for different dungeon situations, but basically zero creativity whatsoever.
What are some games that have handled the cookie cutter dilemma well? What are your ideas? What would it even mean for there to be no cookie cutter builds or at least to "mask" the cookie cutter feel?
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"We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa "We don't see things as they are, we see them as we are." SR Covey
But creating content that has the right mix of everything, that is still fun, and stays ahead of the ability of players to consume it, takes a lot of manual effort.
The problem is well understood by designers and developers. And some potential solutions are actually known it's a matter of nobody has created the tools yet. And some we just flat don't have good answers for.
Renkai system unique,tactical points were unique,multi language servers were and still are unique,many content ideas still unique including my favorite of all time "Besieged".Chain killing bonuses,sub classes,zero hand holding which even still today is very unique and keeps the world looking plausible/realistic instead of seeing arrows and lines and ! ? flashing all over.
If you see cookie cutter it is because these are bad developers with no clue how to be creative or even think for themselves.
Then when the remote opportunity comes along to see a unique idea it is often NOT within the context of the game design and likely just ruins immersion and the integrity of the game,so again bad developers.
Then since FFXI was designed for the paltry PS2,when i see new games that don't come close to the depth and creativity of FFXI i label those games as utter trash because devs should look at good ideas and improve upon them and quit making mmropg's worse.
Never forget 3 mile Island and never trust a government official or company spokesman.
Of course, you lose some of the niceties of the blank slate approach - fairness being a major concern. Nonetheless, consider for example fantasy game with magic. Perhaps when a player creates their character, behind the scenes the character's aptitude for different magics is randomized. You may not know that your character has a knack for pyromancy until you try it out, or you may find that your character is totally inept at magic, and no matter how hard you might try he will never succeed as a mage. Perhaps you have vampirism in the game, requiring a player to be, say, bitten by an NPC or player vampire character. Well, 1% of player characters will under these circumstances become player vampires, while the remaining 99% are just diseased.
There's plenty of room to avoid cookie cutter player builds in this way, and it's far from impossible to achieve, it's just not something developers choose to do, for whatever reasons.
Edit - typo
Unpredictability destroys that ability.
If you know coming into a dungeon, it's layout, what enemies there will be, what their weaknesses are etc. then you will know the ideal party comp coming into that dungeon. From another thread:
People are going to pick out a number of very versatile builds with really good synergies and other people who are not as good at build creation may wisely decide to go with those builds.
I will say this however.
Not in the entirety of my gaming career have I ever copied a build from someone else 100% without customizing it to my own playstyles and preferences. Generally I borrow general ideas and concepts from others (Like building around a very strong synergy I saw someone else use) then do a custom build from scratch. Or just start with a concept I came up with myself and then refine it over time.
That's always done perfectly well for me in PvP and fine in more casual PvE groups. It's not until you get into hardcore groups catered around a specific predictable content you get told you don't get in unless you run their prefab build.
There absolutely were people who would not invite you to their group for instance unless you had skills that they could pull off specific skill chains(i forget what they were called in FFXI) with. That's just one example of "cookie cutter design" that was inside of FFXI. Another was you needing specific skills to make certain class combo's work best.
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
But to me a very high degree of character customization is almost essential for my enjoyment of an RPG. I like to have those little quirks and nuances that set my character apart. I don't want to just realize the general idea of a build. I want to realize it down to it's intricacies.
But I also just love doing the unexpected. I love running that custom build in a game full of people who took the cookie cutter route because what I do catches people off guard.
Thats why I flat out refuse to play MMOs like SWTOR and WoW that remove skilltrees without replacing it with some equally detailed option for customization. I don't pay 15$ a month to be treated like a child who can't think for themselves.
The only way to have no best choice is to have no choice... fun, eh?
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Also, you can not do cookie cutter builds like I make up my own Poe builds and they like all suck mega balls. But it is what keeps me playing.
You can see my sci-fi/WW2 book recommendations.
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
Fighting games, MTG, and Iron Realms games have enough of a counter and counter-counter system that if you only play optimally... You'll end up with your every action and move going against its counter action, or at least an action that puts your enemy more ahead.
This means that in general for equally skilled players to have playable game space, they need to spend a little bit of time in less playable game space.
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While it doesn't cause wildly divergent builds and strategies. It does cause small dips into variance.
Practice doesn't make perfect, practice makes permanent.
"At one point technology meant making tech that could get to the moon, now it means making tech that could get you a taxi."
also, if you run cookie cutters, you are again and again respeccing, some games even everey month so you can fit in to that precious fotm.
i payed my games, i play my games. as simple.
and for the record, in about 12 years mmos, i never regretted my combat build on the rogue, and i think he was fotm for max one time and i will still be of more use than most cookie cutter builds
"I'll never grow up, never grow up, never grow up! Not me!"
Before the Talents Tree were introduced, every Class had one build...the most efficient and effective for your role.
But people wanted more freedom, so they introduced Talent Trees.
Problem is, Talent Trees just give you the impression of having a choice, but in the end people will end up with the best configuration because most options are just fillers...fluff.
If you play an Healer Class you'll end up with the Healer Build picking the best Healer traits.
If you play a Tank Class you'll end up with the Tank build picking the best Defensive traits.
That's if you are serious about your gaming and you don't want just to mock about.
It's call efficiency, people tend to go for the most efficient and effective choices in life, not just in gaming.
Of course you gonna end up with a cookie cutter build, because there is only one build (maybe 2) that is ideal for your chosen role.
The only challenge is how long will it takes for you to figure it out.
Themeparks just like its predecessor diku-mud and the combat driven D&D games will always run into the cookie cutter issues.
You chose talents that were fun or what you thought made the process of questing more enjoyable. These sort of talents were horrible for end game but then the talents for end game were horrible for questing. Different tools for different tasks.
Then came end game. All of a sudden if you weren't operating at peak efficiency, some how you were a moron. There was this guide that told you what the absolute class was, the absolute best build, the absolute best gear, and the absolute best rotation. That if you performed like a spreadsheet, you would attain absolute perfection. In other words, you sought out to be a clone. Hence the term cookie cutter. You literally cloned someone else.
You didn't have this mindset as a level 1 fumbling your way around... in your first MMO. Your second or third time around was different because now you always were thinking about end game and ignored pretty much everything that lead up to it. It's that spreadsheet mentality taking over... what people like to call locust mentality... choosing the fastest efficient way to the end.
The game never forced you to play a certain way. You chose to be a clone. You were impatient. you didn't want to see how many licks it took to get to the center of a tootsie role pop. You wanted to be in the "in" crowd. You wanted to be a spreadsheet and a spreadsheet you became.
Everyone wants to be the very best, that no one ever was. To beat everyone else is their real test, and to train is their cause. People travel across the lands searching far and wide, teaching noobs to understand the power that's inside.
Every raid along the way, with courage they will face. They will battle every day to claim their rightful place at the top of the charts.
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
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All that "cookie cutter" means to me is that someone has figured out a combination of things for a game that works better than other combinations and that it was publicized and many followers adopted it.
And I'm not so sure that there currently are no negative consequences. The term "glass cannon" that applies to ultra potent DPS cookie cutter builds has the downside right in the name
“Microtransactions? In a single player role-playing game? Are you nuts?”
― CD PROJEKT RED
Choice still matters and by choosing one, you're losing something else.
Be the Ultimate Ninja! Play Billy Vs. SNAKEMAN today!
One build will likely always be the best on paper. But if other builds are competing and close to the same level of effectiveness, players don't have to feel forced into the cookie cutter builds.