25 ms·
I would consider WoW, EQ, and others(Perfect World), economic successes of course. It depends what do you want to create: shareholder value or a great game. P
by Tyrant505 16y ago
I would consider WoW, EQ, and others(Perfect World), economic successes of course. It depends what do you want to create: shareholder value or a great game. Perhaps there is a middle ground!
Believe me when I say we are at the cusp of such online worlds. UO is still online. Guess how many years! But, how much profit is enough? When I "escape," I can/'t help but expect the basic rules of property and ownership to entail the possibility such property to be stolen or taken! (I would rather be subject to such in a game, rather than real-life of course.) What is the root of your escape? How do you need to do so? To me, giving real life attributes to a game allows people to choose different paths than they normally would which provides that escape you deem important. "Immersion" is of course the goal however.
Personally, I don't even like character level-ups. I much preferred UO's skill based numerics. I didn't even mind Stat-loss era when, if you died as a PK, you would be penalized 20% of your skills when it was heavily weighed at the higher end(it took just as long to get from 80 to 90 magery as 99 to 100.)
- DLWormwood 16y ago> I would consider WoW, EQ, and others(Perfect World), economic successes of course. I wasn’t referring to MMOs in general, but those that assess the players various forms of "loss" for sloppy play. I played WoW for about a year, and for the most part, the game has mostly removed the "loss mechanics" that the original poster was complaining were absent in most modern MMOs. Originally, WoW had experience and even equipment loss penalties for dying too much. These have gone by the wayside, as well as making the crafting mechanics in the game more about personal buffs than creating goods for an economy, something that EVE is supposed to excel at.
- mkr-hn 16y agoIn real life, you have prevention and recourse. I can buy insurance on the contents of my home and car, and I can put serial numbers on my stuff to substantially increase the chance of the police getting it back to me. It's also a very unlikely thing in real life. In a game with penalties, it happens often (because there are no real life risks for doing it), and your only recourse is getting stronger and doing the same thing to the person who did it to you. I play games for fun, not to bring the negatives of life along for the ride. If you see the negatives as positives, you wouldn't understand why someone would think like I do. Revenge-based gameplay seems extremely boring (and frustrating) to me. I think the success of games like WoW over games with significant death penalties shows which viewpoint is more common.