It is ironic that in a post titledChoice Matters!Jacobs doesn't even define what choice is or why it matters. By the second sentence he is already jumping to thetoolsdesigners of the past have used to achieve their aims, without it seems realizing that those things aren't choices in and of themselves, but what those designers gave players to express a deeper choice made at a more fundamental level.
He utterly disregards the critical first step of defining the player experience, and how their choices affect that experience. I assume this is because he doesn't actually realize that there is a first step, and immediately starts miming things he has seen and liked in the past without truly understanding the reason for their existence. This is a starting point for anyone new at something, whether she be an artist, musician, or game designer. You start by copying what you've seen and through manipulating it grow in your understanding. Jacobs, a 10(?) year veteran, is making rookie mistakes which leads me to believe that he lacks the necessary skills toeverbe a good designer. If he isn't at least decent by now he will never be.
Mark proceeds by yet further detailing implementation details still without defining goals, at no point in any of his "ideas" (axe swinging, mage armor, etc) does he ever even mention why such a thing as a mage exists in the first place, what it is, and what purpose does it serve to the player and to the game as a whole. It is just a bunch of fanboy self-wanking.
Example 1
Jacobs talks about a full stat allocation system for the game, and how that will affect a character's career. What career? What is a career and why does that matter? Is it a play-style, or an RPG mechanic? He jumps directly to step 15 for no apparent reason or purpose. How does a discrete stat system help you as the player express that choice? Why is a discrete, player controlled, stat system important for the game? What goals does it accomplish? What are its up, and down sides?
He clearly never asked himself these questions, and I don't think he understands these questions even exist in the first place. If the real choice is what career the player wants, why even bother with the stat allocation? They have already made the real choice, the rest is just reading tooltips and clicking the mouse button a bunch of times. It would probably only serve to muddle and confuse the player, and since there are few optimum configurations yet many sub-optimal configurations a player is much more likely to make poor choices through no fault of their own. At this point the player is mostly operating in the dark because they haven't even stepped foot in the game yet. How can you make lasting and meaningful choices if you don't know what you are making choices about?
Example 2
I am going to start repeating myself even more, but he is just so dang bad at this. Once again, he doesn't even define the purpose or goal of race/gender selection. Is it for wish fulfillment? Is it to allow players to express a personal aspect of themselves? Perhaps it is about selecting aesthetic preference? Is it yet another place to remake the choice I already made? That is the starting point, and Mark obviously opted for the last and worst one; probably without even realizing it. This is a great example of how not to frame race/gender selection. He sets it up so that you are just re-selecting your class, which is entirely redundant and pointless.
After this he just keeps blathering on about pointless implementation details, without ever clarifying what anything is driving towards, his examples are completely aimless and without form. This post is just awful on every level, every sentence could be picked apart because so much ignorance and nonsense is crammed into each one. The clueless density of that blog post is just off the chart.