StuartK wrote:
So we're weighing up the dual considerations of the original author of the holds right to choose when and how their work is exploited, and the players rights to mess with someone elses work. Your chosen solution will lead to the potential desire for hold designers to protect their work more (now we're aware of what the particular security settings mean in practice) which then means the players will lose out, because they won't be able to edit these holds under any circumstances.
I think right now we are overvaluing the benefit of releasing a hold with editing rights given to conquerors (or "
everyone"
). You don't really want to give away editing rights to people who are just playtesting. I believe the reasons people are doing it now are related to the beta process.
We have all these builds and people tend to lose their player data a lot because they forgot or didn't want to go through the export/import rigamarole. After beta is over, we won't have people reinstalling DROD twice a week and losing their player data as a side effect. There are two things that this improves:
1. If you upgrade a hold that you've already played, you will retain saved games at the start of the levels you reached (you lose other saved games). This mostly solves the problem of players having to replay levels they've already beat after a new release is made (they may still have to replay rooms on the last level they reached). With the beta builds, people tend to lose their player data, so they ask on "
Architecture"
for ways to get to the levels they haven't played yet (warp rooms, release holds with one level, release with editing rights). I don't think there would be a demand for this except for during beta.
2. The other reason during beta for setting a hold so everyone can edit, is that the hold author doesn't want to lose editing to his own hold after an installation. By setting editing rights to everyone, he can avoid the player export/import process between builds. I've lost rights to my hold once after upgrading, and after that I set rights to "
anyone"
to protect against making the same mistake.
So these two reasons probably go away after beta. I think hold authors with a protective attitude towards their work could simply release playtesting versions of their holds with no editing rights. What are they really losing this way? I can think of some counter-arguments and further responses to those, but I would look silly arguing with myself, so I will let you bring them up if you want.
I cannot see a justification for the current behaviour, especially since the player has the option of copying the hold for editing before upgrading.
Yeah, but maybe the player forgets to do that.
Maybe they do. IMO, the author granted the player access to build on their work, and they had their chance. There could be a warning when upgrading, that editing rights would be lost, and if the player wants to retain them, they'd have to make a copy of the hold first (perhaps even put a button there to do the job automatically)
This would be an acceptable solution, but I don't see a good reason to write the new code and switch to this.
For a more flexible system, how about a small re-think of the security settings?
(Description of idea omitted)
I think versioning individual levels and using a major/minor system is too complex. We'd rather keep the UI simple. We'd rather code features with a better effort/reward ratio. One of the things Mike and I have learned on this last release, is that we really need to aim for simplicity in design or our progress will suffer.
Admittedly, the author could also forget to change the "who can edit" settings on his early releases. I tend to think if it is important to him, he will remember to do it. The author who forgets and makes an early release that grants people editing rights to his future releases has the option of creating a new hold and copying levels into it. Then the testing players would not get editing access (aka "cheat access" ) to levels in the final hold.
And the option to upgrade and retain restore points would be lost, forcing any players to play the hold from the start again (unless hold builders all employ the 'stair room' convention)
That's true. I was mentioning it as a solution for one case where the author forgets. To avoid this case, we can change the default editing setting on holds to "
only you"
. This should be the preferred default now that the beta builds are past. This would prevent authors from giving away too many editing rights during playtesting, as long as they didn't change the setting from the default themselves.
So right now my planned actions are:
1. Change default editing rights to "
only you"
.
2. Update help to explain future consequences of choosing different editing rights and reasons why an author might want to use the different options.
If somebody makes a really strong argument in the next 3 hours against, then I might change my mind before I put out the release candidate, but that's probably going to be it.
-Erik
[Edited by ErikH2000 on 08-18-2003 at 05:48 PM GMT: Getting smilies when I just want parentheses.]
____________________________
The Godkiller - Chapter 1 available now on Steam. It's a DROD-like puzzle adventure game.
dev journals |
twitch stream |
youtube archive (NSFW)