The math is fun. Especially in games where theorycrafting is a big part of the fun. Then you can show off numbers to people for the lulz. It gives the player a sense of accomplishment to get a really low or really high number because it means they have gained an understanding of the rules and system, and used it to their advantage. With the numbers, it's easier to express this feat.
If I say, "In
Age of Conan I was able to absorb hits from a raid boss whose one-hit kills on their primary target after a certain amount of time are designed to call for rapid aggro swapping to the point that I didn't need to swap aggro" gets across the idea, sure, but when I explain that tanks geared for the encounter had something close to 14,000 HP, and the boss's attacks could do anywhere from 14,000-40,000 damage depending on equipment and player class, and I was getting hit for 1,300 and holding aggro to save the raid when another tank couldn't grab aggro off me, it makes more sense.
Likewise DPS charts, healing meters, all provide the player input on how good they're doing. Some of it is epeen, but to me I used stats like the DPS chart to help me figure out how much more damage I could do without pulling aggro off the tank, and if I knew I could do X damage with a decent tank in Y boss fight, I could do almost 2X damage with a great tank in Y boss fight - because the DPS meter told me so. Otherwise I would have only some ambiguous sense of how often I used my abilities in some previous fight. It also helped me to evaluate the tanks themselves, because I knew I could go "balls to the wall" on DPS in fight X, and do Z damage with a fantastic tank. If I do Z damage or less and the tank can't hold aggro, then not only do I have to scale it back/use an aggro losing ability quickly, but the tank has pretty solid evidence that there's room for improvement in their game.
The math provides information on the rules of the game, and from it we can reverse engineer how to exploit the system to our advantage. If we do not care about this at all, the math is irrelevant. If we enjoy theorycrafting or even the satisfaction of seeing big numbers scroll up or down, then it's part of the fun.
That's mostly MMO examples, but the same idea applies to a lot of games, including single player CRPGs.
Modifié par Upsettingshorts, 23 novembre 2010 - 07:58 .