Talk:Nerf (computer gaming)
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[edit] To Nerf, or not To Nerf!? That is not the question. The question is: "What to talk about in the lead-in section?"
Original:
In computer gaming, a nerf is a change to a game that downgrades the power, effectiveness or influence of a particular game element in the attempt to achieve balance. The term originated as a reference to the NERF brand of child toys, which are made to minimize possible damage. In the same way, "to nerf" describes the action of making something less harmful.
Discussion.
OK, as-is, this is very much an opinion item. Trying for a neutral PoV, and to be balanced in presenting different interpretations, how about something more like:
In computer gaming, the term nerf is often used to refer to a change that reduces the utility or desirability of any game element, for any reason. It may refer to an item "They nerfed my Axe of Extreme Coolness! It now looks just like a rusty axe!", an encounter "They nerfed The Encounter Of Extreme Uberness! Now *ANYONE* can just zone in and get keyed! And after all our work in beating the Whatsit Of Doom!", an area "MAN they nerfed the exp in Colossal Plains of Long Running! I killed 100 zeebaras and got like half a bubble!", a tradeskill, ability, class, or even technical game feature "They nerfed the reconnect thing, and now you have to stay logged out 5 minutes if you /quit out."
There are a number of theories as to how the term entered the gaming jargon. One idea is that NERF toys are designed to minimize possible damage, and that "nerfing" in computer games reduces the harm done by that game element. Another is that while it hurts to be hit by a NERF bat, it probably won't cause an injury: similarly, having one's "Axe of Extreme Coolness" change from a huge glowing axe to a small rusty axe won't injure the player, but it may well "hurt".
There are also many causes for "nerfing". Developers may find that a feature is exploitable, or it may use too many resources. They may simply have made an error, or corrected one, with or without knowledge of its impact on one or more players. It may be the developers' method of correcting a balance issue: an item or feature might favor a class or style of play, or it might put too much money into a game economy, or it might obsolete future content.