SmellyUnlimited wrote: »Hybridization seems to have favored magicka players more than anything. Being able to use cleave effectively, stamina morphs of abilities complementing the magicka based. Stamina classes are still stuck with vigor as their “survival” skill, where now every mag player has that integrated into their already robust survivability factor (range, shields, in-class heals, etc.).
Turtle_Bot wrote: »SmellyUnlimited wrote: »Hybridization seems to have favored magicka players more than anything. Being able to use cleave effectively, stamina morphs of abilities complementing the magicka based. Stamina classes are still stuck with vigor as their “survival” skill, where now every mag player has that integrated into their already robust survivability factor (range, shields, in-class heals, etc.).
Any stamina build that is relying exclusively on vigor as its only "survival" tool is clearly not using any of the tools/options that hybridization opened up for stamina specs and is probably sitting there with a 15k magicka pool that never gets used.
Stamina benefited so much from hybridization, most notably from the access to all of the stronger magicka based heals that now also scale off stamina's superior raw damage/stat values, while costing the previously unused off resource that was being wasted before hybridization.
Having access to the magicka based heals not only gave stamina specs vastly superior survivability, but because stamina wasn't using any magicka previously outside of a few long duration buffs (resolve/brutality) the sustain stamina gets from being able to finally effectively utilize their off resource for healing is insane, it's like stamina specs got an additional 15k+ max resources for free to use for abilities and core combat mechanics (block, dodge roll, sprint, etc.) that they no longer need to use for heals outside of less frequent casts of vigor for minor resolve/as a heal to use on the front bar that heals them while they switch to the back bar.
Magicka specs actually lost sustain from the hybridization changes, since it now needs to slot and use vigor while also still using its off resource for core combat that it was already using before the changes because the magicka equivalent HoT (rapid regen) is so far behind vigor as a heal after resto staves got nerfed.
IZZEFlameLash wrote: »Turtle_Bot wrote: »SmellyUnlimited wrote: »Hybridization seems to have favored magicka players more than anything. Being able to use cleave effectively, stamina morphs of abilities complementing the magicka based. Stamina classes are still stuck with vigor as their “survival” skill, where now every mag player has that integrated into their already robust survivability factor (range, shields, in-class heals, etc.).
Any stamina build that is relying exclusively on vigor as its only "survival" tool is clearly not using any of the tools/options that hybridization opened up for stamina specs and is probably sitting there with a 15k magicka pool that never gets used.
Stamina benefited so much from hybridization, most notably from the access to all of the stronger magicka based heals that now also scale off stamina's superior raw damage/stat values, while costing the previously unused off resource that was being wasted before hybridization.
Having access to the magicka based heals not only gave stamina specs vastly superior survivability, but because stamina wasn't using any magicka previously outside of a few long duration buffs (resolve/brutality) the sustain stamina gets from being able to finally effectively utilize their off resource for healing is insane, it's like stamina specs got an additional 15k+ max resources for free to use for abilities and core combat mechanics (block, dodge roll, sprint, etc.) that they no longer need to use for heals outside of less frequent casts of vigor for minor resolve/as a heal to use on the front bar that heals them while they switch to the back bar.
Magicka specs actually lost sustain from the hybridization changes, since it now needs to slot and use vigor while also still using its off resource for core combat that it was already using before the changes because the magicka equivalent HoT (rapid regen) is so far behind vigor as a heal after resto staves got nerfed.
Tbf, even before the nerf, it was already pretty lackluster. It is a nightmare trying to get yourself a healing if someone happens by next to you because chances are, that person is a low health bowblade lol. Before hybridization, I've used Vigor on magicka spec and still healed for 200-300 more than Rapid too lol. So, I'd say it was always underwhelming.
Turtle_Bot wrote: »Agree with what Malcolm has said in the video. Hybridization itself was actually a really cool idea to reduce the amount of double ups of things that existed in ESO. Unfortunately, like so many of the good ideas they've tried to implement in this game, hybridization just got left unfinished/incomplete, resulting in a bigger mess after implementation than what the game was like before it was implemented.
Another recent one is the melee attack range increase, where most sets and even some abilities still have the old 5m or less range/radius making them borderline useless because they can't hit anything, even their intended melee range targets (especially with the desync issues plaguing the game currently).
The DoT nerf of U35 is another big, infamous one. The 2 second tick frequency is just too slow, for such fast paced combat like what happens in PvP. Especially when there's countless other abilities that rely on having that faster tick rate to have any real impact. Hence why abilities and sets that proc multiple DoTs at the same time have become the meta, they have a fast (or efficient) enough tick frequency to keep up.
Lastly, its the gap in power between the top classes and the rest with no real shift in that aspect for far too long. The past 2 years has seen this gap become the largest it has ever been outside of when all classes run the same generic proc build, hence why that proc build has become so prevalent. Bringing this gap in class power levels closer (doesn't have to be perfectly balanced, but keeping it within the 5-10% range) would help a lot with allowing the players to create their own rock paper scissors meta shifts during each patch, which would keep things much more interesting and result in much more diversity as players try to adapt their builds to either attempt to counter the counters to their class or focus even more on what their class is good at.
Hypothetical examples:- Sorc becomes too common, NB and DK get to shine due to high burst out of nowhere or the ability to shrug off the damage and lock down the sorc.
- NB becomes too common, DK and Plar get to shine since they have AoE and the ability to shrug off or heal up from NB burst and apply counter pressure.
- Plar becomes too common, Sorc and NB get to shine with the ability to kite the plar and burst it down from outside of its reach.
- DK becomes too common, Plar and Sorc get to shine since plar can cleanse and heal DK pressure and sorc can kite and shield itself against DK pressure.
In most RPGs that I play I like sticking to certain archetypes. I have always liked mixing spells and melee abilities. If I had to choose between "mag/stam" classes and the ability to combine skills that I actually like somewhat effectively I would always choose hybridization again.
The resource -"classes" had nothing interesting going for them. It was just that the mathematical optimum came with an additional, highly restrictive choice.
Do I think PvP is stale? A bit. Was it better before? Not a lot, if you ask me.
To be frank, I do not have a lot of respect for meta setups in roleplay games. Players forsaking all imagination/fantasy/roleplay to beat other people in an online RPG give me this "boomer on an e-bike overtaking you uphill on your regular bike" - vibe. Being good or bad as a player is something that is always separate from class or gear balancing, and I have never felt that winning with the FotM was an expression of skill. Re-rolling your race for PvP is the epitome of this absurdity for me and it really shows how little the RPG aspect is valued sometimes.
This is why this thread/the video is missing the point for me. Hybridization opened up options for character customization. The nature of how stats are distributed on gear and how scaling worked in the past was just incompatible with certain freedoms in character design. Not saying that simplification is something that I appreciate personally, but overall I felt a net-improvement with the level of satisfaction I can get from my builds. Dividing the world into "mag" and "stam" may not be so wrong, but with the way stats are tied to sets and how little real customizabilty the game offers in that regard it was definitively better to take away limitations there and open up the playing field for set and ability choices. Clearly balancing has not kept up, but the direction is right in my opinion.
tldr:
Right now we are at the point where restrictions have been removed and we perceive a lack of diversity as a consequence. We don't need to move backwards. I would rather like to see them adding more synergies and interesting interactions to make up for that and push build-diversity that way.
...and tbh, if MDW and Ele Sus are on every build, hybridization wouldn't be the first thing that I would fix...
In most RPGs that I play I like sticking to certain archetypes. I have always liked mixing spells and melee abilities. If I had to choose between "mag/stam" classes and the ability to combine skills that I actually like somewhat effectively I would always choose hybridization again.
The resource -"classes" had nothing interesting going for them. It was just that the mathematical optimum came with an additional, highly restrictive choice.
Do I think PvP is stale? A bit. Was it better before? Not a lot, if you ask me.
To be frank, I do not have a lot of respect for meta setups in roleplay games. Players forsaking all imagination/fantasy/roleplay to beat other people in an online RPG give me this "boomer on an e-bike overtaking you uphill on your regular bike" - vibe. Being good or bad as a player is something that is always separate from class or gear balancing, and I have never felt that winning with the FotM was an expression of skill. Re-rolling your race for PvP is the epitome of this absurdity for me and it really shows how little the RPG aspect is valued sometimes.
This is why this thread/the video is missing the point for me. Hybridization opened up options for character customization. The nature of how stats are distributed on gear and how scaling worked in the past was just incompatible with certain freedoms in character design. Not saying that simplification is something that I appreciate personally, but overall I felt a net-improvement with the level of satisfaction I can get from my builds. Dividing the world into "mag" and "stam" may not be so wrong, but with the way stats are tied to sets and how little real customizabilty the game offers in that regard it was definitively better to take away limitations there and open up the playing field for set and ability choices. Clearly balancing has not kept up, but the direction is right in my opinion.
tldr:
Right now we are at the point where restrictions have been removed and we perceive a lack of diversity as a consequence. We don't need to move backwards. I would rather like to see them adding more synergies and interesting interactions to make up for that and push build-diversity that way.
...and tbh, if MDW and Ele Sus are on every build, hybridization wouldn't be the first thing that I would fix...
I believe you kind of missed the point that for most players(not just hardcore ones), they want to do their best to be strong. Hybridization did not actually open up options for character customization. It opened up role play options but that is it. If you want to keep improving your character there are even less paths forward now. The overall build progression for even casuals was cut almost in half whether you like it or not. People running around with iceheart/julianos/.. in trials and vet dungeons are not the actual norm. Even casual players check out whats best every now and then. Hybridization shrunk what was considered meta by orders of magnitude.. Not increase it. For every skill like Vigor that can be used by multiple character types there were 2-3 abilities that will never get used now.
Almost every classes use the same proc build in pvp, eso has become so boring
Tyrant_Tim wrote: »I feel like the goal was noble, but the execution was so horrible that it landed completely astray.
The idea of hybridization isn’t a bad one; it just only works when everything is useful. When one iteration works better than everything else, that becomes the only one being used.
Zodiarkslayer wrote: »Hybridization saved ESO from player exodus and future irrelevance.
The players that pay the most for ESO are typically uncompetitive (Housing, RP, fashion). So a system that gets competitive barriers out of your best customers way is good for the entire game. 🤓💡
Zodiarkslayer wrote: »Hybridization saved ESO from player exodus and future irrelevance.
The players that pay the most for ESO are typically uncompetitive (Housing, RP, fashion). So a system that gets competitive barriers out of your best customers way is good for the entire game. 🤓💡
Agree, additionally all of the players wanting a level playing field because "player skill is all that should matter" have their wish. Every build is the same.
Really we went from two BIS DPS setups to one BIS setup.
PVP, basically one BIS setup, but in my opinion that is an opportunity to play against the meta.
In most RPGs that I play I like sticking to certain archetypes. I have always liked mixing spells and melee abilities. If I had to choose between "mag/stam" classes and the ability to combine skills that I actually like somewhat effectively I would always choose hybridization again.
The resource -"classes" had nothing interesting going for them. It was just that the mathematical optimum came with an additional, highly restrictive choice.
Do I think PvP is stale? A bit. Was it better before? Not a lot, if you ask me.
To be frank, I do not have a lot of respect for meta setups in roleplay games. Players forsaking all imagination/fantasy/roleplay to beat other people in an online RPG give me this "boomer on an e-bike overtaking you uphill on your regular bike" - vibe. Being good or bad as a player is something that is always separate from class or gear balancing, and I have never felt that winning with the FotM was an expression of skill. Re-rolling your race for PvP is the epitome of this absurdity for me and it really shows how little the RPG aspect is valued sometimes.
This is why this thread/the video is missing the point for me. Hybridization opened up options for character customization. The nature of how stats are distributed on gear and how scaling worked in the past was just incompatible with certain freedoms in character design. Not saying that simplification is something that I appreciate personally, but overall I felt a net-improvement with the level of satisfaction I can get from my builds. Dividing the world into "mag" and "stam" may not be so wrong, but with the way stats are tied to sets and how little real customizabilty the game offers in that regard it was definitively better to take away limitations there and open up the playing field for set and ability choices. Clearly balancing has not kept up, but the direction is right in my opinion.
tldr:
Right now we are at the point where restrictions have been removed and we perceive a lack of diversity as a consequence. We don't need to move backwards. I would rather like to see them adding more synergies and interesting interactions to make up for that and push build-diversity that way.
...and tbh, if MDW and Ele Sus are on every build, hybridization wouldn't be the first thing that I would fix...
I believe you kind of missed the point that for most players(not just hardcore ones), they want to do their best to be strong. Hybridization did not actually open up options for character customization. It opened up role play options but that is it. If you want to keep improving your character there are even less paths forward now. The overall build progression for even casuals was cut almost in half whether you like it or not. People running around with iceheart/julianos/.. in trials and vet dungeons are not the actual norm. Even casual players check out whats best every now and then. Hybridization shrunk what was considered meta by orders of magnitude.. Not increase it. For every skill like Vigor that can be used by multiple character types there were 2-3 abilities that will never get used now.
If someone decides to chase meta, then of course there aren't many choices but exactly one (maybe it's not that extreme in PvP). That's the very nature of this term and no amount of wishful thinking will ever change that.
If we take a more reasonable approach and ask for viable builds which are sufficient to successfully complete a specific task, hybridization was quite a step onwards.
Sure, there are issues with hybridization (it's unfinished and some skills are in dire need of rework to make them useful), but it's definitely not the cause of a narrowed meta.
The real question is why do some people think a copy-pasted "meta"-build they don't understand will increase their enjoyment of the game.
In most RPGs that I play I like sticking to certain archetypes. I have always liked mixing spells and melee abilities. If I had to choose between "mag/stam" classes and the ability to combine skills that I actually like somewhat effectively I would always choose hybridization again.
The resource -"classes" had nothing interesting going for them. It was just that the mathematical optimum came with an additional, highly restrictive choice.
Do I think PvP is stale? A bit. Was it better before? Not a lot, if you ask me.
To be frank, I do not have a lot of respect for meta setups in roleplay games. Players forsaking all imagination/fantasy/roleplay to beat other people in an online RPG give me this "boomer on an e-bike overtaking you uphill on your regular bike" - vibe. Being good or bad as a player is something that is always separate from class or gear balancing, and I have never felt that winning with the FotM was an expression of skill. Re-rolling your race for PvP is the epitome of this absurdity for me and it really shows how little the RPG aspect is valued sometimes.
This is why this thread/the video is missing the point for me. Hybridization opened up options for character customization. The nature of how stats are distributed on gear and how scaling worked in the past was just incompatible with certain freedoms in character design. Not saying that simplification is something that I appreciate personally, but overall I felt a net-improvement with the level of satisfaction I can get from my builds. Dividing the world into "mag" and "stam" may not be so wrong, but with the way stats are tied to sets and how little real customizabilty the game offers in that regard it was definitively better to take away limitations there and open up the playing field for set and ability choices. Clearly balancing has not kept up, but the direction is right in my opinion.
tldr:
Right now we are at the point where restrictions have been removed and we perceive a lack of diversity as a consequence. We don't need to move backwards. I would rather like to see them adding more synergies and interesting interactions to make up for that and push build-diversity that way.
...and tbh, if MDW and Ele Sus are on every build, hybridization wouldn't be the first thing that I would fix...
I believe you kind of missed the point that for most players(not just hardcore ones), they want to do their best to be strong. Hybridization did not actually open up options for character customization. It opened up role play options but that is it. If you want to keep improving your character there are even less paths forward now. The overall build progression for even casuals was cut almost in half whether you like it or not. People running around with iceheart/julianos/.. in trials and vet dungeons are not the actual norm. Even casual players check out whats best every now and then. Hybridization shrunk what was considered meta by orders of magnitude.. Not increase it. For every skill like Vigor that can be used by multiple character types there were 2-3 abilities that will never get used now.
If someone decides to chase meta, then of course there aren't many choices but exactly one (maybe it's not that extreme in PvP). That's the very nature of this term and no amount of wishful thinking will ever change that.
If we take a more reasonable approach and ask for viable builds which are sufficient to successfully complete a specific task, hybridization was quite a step onwards.
Sure, there are issues with hybridization (it's unfinished and some skills are in dire need of rework to make them useful), but it's definitely not the cause of a narrowed meta.
The real question is why do some people think a copy-pasted "meta"-build they don't understand will increase their enjoyment of the game.
Its naive to think that even for casual players that thier enjoyment is not tied to player power. The stronger and better they perform has proven over and over and over again to be what drives the vast majority of players to keep playing the game. Its not an opinion. Throwing random abilities together to fit a theme but for them to not work most of the time is not fulfilling or enjoyable to anyone but the RPers.
In most RPGs that I play I like sticking to certain archetypes. I have always liked mixing spells and melee abilities. If I had to choose between "mag/stam" classes and the ability to combine skills that I actually like somewhat effectively I would always choose hybridization again.
The resource -"classes" had nothing interesting going for them. It was just that the mathematical optimum came with an additional, highly restrictive choice.
Do I think PvP is stale? A bit. Was it better before? Not a lot, if you ask me.
To be frank, I do not have a lot of respect for meta setups in roleplay games. Players forsaking all imagination/fantasy/roleplay to beat other people in an online RPG give me this "boomer on an e-bike overtaking you uphill on your regular bike" - vibe. Being good or bad as a player is something that is always separate from class or gear balancing, and I have never felt that winning with the FotM was an expression of skill. Re-rolling your race for PvP is the epitome of this absurdity for me and it really shows how little the RPG aspect is valued sometimes.
This is why this thread/the video is missing the point for me. Hybridization opened up options for character customization. The nature of how stats are distributed on gear and how scaling worked in the past was just incompatible with certain freedoms in character design. Not saying that simplification is something that I appreciate personally, but overall I felt a net-improvement with the level of satisfaction I can get from my builds. Dividing the world into "mag" and "stam" may not be so wrong, but with the way stats are tied to sets and how little real customizabilty the game offers in that regard it was definitively better to take away limitations there and open up the playing field for set and ability choices. Clearly balancing has not kept up, but the direction is right in my opinion.
tldr:
Right now we are at the point where restrictions have been removed and we perceive a lack of diversity as a consequence. We don't need to move backwards. I would rather like to see them adding more synergies and interesting interactions to make up for that and push build-diversity that way.
...and tbh, if MDW and Ele Sus are on every build, hybridization wouldn't be the first thing that I would fix...
I believe you kind of missed the point that for most players(not just hardcore ones), they want to do their best to be strong. Hybridization did not actually open up options for character customization. It opened up role play options but that is it. If you want to keep improving your character there are even less paths forward now. The overall build progression for even casuals was cut almost in half whether you like it or not. People running around with iceheart/julianos/.. in trials and vet dungeons are not the actual norm. Even casual players check out whats best every now and then. Hybridization shrunk what was considered meta by orders of magnitude.. Not increase it. For every skill like Vigor that can be used by multiple character types there were 2-3 abilities that will never get used now.
If someone decides to chase meta, then of course there aren't many choices but exactly one (maybe it's not that extreme in PvP). That's the very nature of this term and no amount of wishful thinking will ever change that.
If we take a more reasonable approach and ask for viable builds which are sufficient to successfully complete a specific task, hybridization was quite a step onwards.
Sure, there are issues with hybridization (it's unfinished and some skills are in dire need of rework to make them useful), but it's definitely not the cause of a narrowed meta.
The real question is why do some people think a copy-pasted "meta"-build they don't understand will increase their enjoyment of the game.
Throwing random abilities together to fit a theme but for them to not work most of the time is not fulfilling or enjoyable to anyone but the RPers.
In most RPGs that I play I like sticking to certain archetypes. I have always liked mixing spells and melee abilities. If I had to choose between "mag/stam" classes and the ability to combine skills that I actually like somewhat effectively I would always choose hybridization again.
The resource -"classes" had nothing interesting going for them. It was just that the mathematical optimum came with an additional, highly restrictive choice.
Do I think PvP is stale? A bit. Was it better before? Not a lot, if you ask me.
To be frank, I do not have a lot of respect for meta setups in roleplay games. Players forsaking all imagination/fantasy/roleplay to beat other people in an online RPG give me this "boomer on an e-bike overtaking you uphill on your regular bike" - vibe. Being good or bad as a player is something that is always separate from class or gear balancing, and I have never felt that winning with the FotM was an expression of skill. Re-rolling your race for PvP is the epitome of this absurdity for me and it really shows how little the RPG aspect is valued sometimes.
This is why this thread/the video is missing the point for me. Hybridization opened up options for character customization. The nature of how stats are distributed on gear and how scaling worked in the past was just incompatible with certain freedoms in character design. Not saying that simplification is something that I appreciate personally, but overall I felt a net-improvement with the level of satisfaction I can get from my builds. Dividing the world into "mag" and "stam" may not be so wrong, but with the way stats are tied to sets and how little real customizabilty the game offers in that regard it was definitively better to take away limitations there and open up the playing field for set and ability choices. Clearly balancing has not kept up, but the direction is right in my opinion.
tldr:
Right now we are at the point where restrictions have been removed and we perceive a lack of diversity as a consequence. We don't need to move backwards. I would rather like to see them adding more synergies and interesting interactions to make up for that and push build-diversity that way.
...and tbh, if MDW and Ele Sus are on every build, hybridization wouldn't be the first thing that I would fix...
I believe you kind of missed the point that for most players(not just hardcore ones), they want to do their best to be strong. Hybridization did not actually open up options for character customization. It opened up role play options but that is it. If you want to keep improving your character there are even less paths forward now. The overall build progression for even casuals was cut almost in half whether you like it or not. People running around with iceheart/julianos/.. in trials and vet dungeons are not the actual norm. Even casual players check out whats best every now and then. Hybridization shrunk what was considered meta by orders of magnitude.. Not increase it. For every skill like Vigor that can be used by multiple character types there were 2-3 abilities that will never get used now.
If someone decides to chase meta, then of course there aren't many choices but exactly one (maybe it's not that extreme in PvP). That's the very nature of this term and no amount of wishful thinking will ever change that.
If we take a more reasonable approach and ask for viable builds which are sufficient to successfully complete a specific task, hybridization was quite a step onwards.
Sure, there are issues with hybridization (it's unfinished and some skills are in dire need of rework to make them useful), but it's definitely not the cause of a narrowed meta.
The real question is why do some people think a copy-pasted "meta"-build they don't understand will increase their enjoyment of the game.
Its naive to think that even for casual players that thier enjoyment is not tied to player power. The stronger and better they perform has proven over and over and over again to be what drives the vast majority of players to keep playing the game. Its not an opinion. Throwing random abilities together to fit a theme but for them to not work most of the time is not fulfilling or enjoyable to anyone but the RPers.
In most RPGs that I play I like sticking to certain archetypes. I have always liked mixing spells and melee abilities. If I had to choose between "mag/stam" classes and the ability to combine skills that I actually like somewhat effectively I would always choose hybridization again.
The resource -"classes" had nothing interesting going for them. It was just that the mathematical optimum came with an additional, highly restrictive choice.
Do I think PvP is stale? A bit. Was it better before? Not a lot, if you ask me.
To be frank, I do not have a lot of respect for meta setups in roleplay games. Players forsaking all imagination/fantasy/roleplay to beat other people in an online RPG give me this "boomer on an e-bike overtaking you uphill on your regular bike" - vibe. Being good or bad as a player is something that is always separate from class or gear balancing, and I have never felt that winning with the FotM was an expression of skill. Re-rolling your race for PvP is the epitome of this absurdity for me and it really shows how little the RPG aspect is valued sometimes.
This is why this thread/the video is missing the point for me. Hybridization opened up options for character customization. The nature of how stats are distributed on gear and how scaling worked in the past was just incompatible with certain freedoms in character design. Not saying that simplification is something that I appreciate personally, but overall I felt a net-improvement with the level of satisfaction I can get from my builds. Dividing the world into "mag" and "stam" may not be so wrong, but with the way stats are tied to sets and how little real customizabilty the game offers in that regard it was definitively better to take away limitations there and open up the playing field for set and ability choices. Clearly balancing has not kept up, but the direction is right in my opinion.
tldr:
Right now we are at the point where restrictions have been removed and we perceive a lack of diversity as a consequence. We don't need to move backwards. I would rather like to see them adding more synergies and interesting interactions to make up for that and push build-diversity that way.
...and tbh, if MDW and Ele Sus are on every build, hybridization wouldn't be the first thing that I would fix...
I believe you kind of missed the point that for most players(not just hardcore ones), they want to do their best to be strong. Hybridization did not actually open up options for character customization. It opened up role play options but that is it. If you want to keep improving your character there are even less paths forward now. The overall build progression for even casuals was cut almost in half whether you like it or not. People running around with iceheart/julianos/.. in trials and vet dungeons are not the actual norm. Even casual players check out whats best every now and then. Hybridization shrunk what was considered meta by orders of magnitude.. Not increase it. For every skill like Vigor that can be used by multiple character types there were 2-3 abilities that will never get used now.
The real question is why do some people think a copy-pasted "meta"-build they don't understand will increase their enjoyment of the game.