quote:
Original post by debaser
MadKeith: Interesting idea regarding time points, can you expand on it, or was it just a brainstorm.
Usually, I''m just brainstorming, because I rarely get down to the actual dirt of designing a game. However, I think I can detail the idea a little more (and perhaps explain to Machaira somewhat more explicitly where I''m coming from).
What I propose is that a new kind of resource is introduced into persistent on-line worlds. I''ll call this resource "time points", because they are partially relative to the amount of time the player (
not the character!) has spent in the game world. The reasoning: most persistant on-line worlds are implemented in such a way as to completely minimise the direct short-term influence of player skill in the game. Nomatter how good a player you are, your character WILL suck the first few hours/days/weeks of its lifetime - which is where twinking comes in to push the power of your "new" character a little using the "experience" you''ve already gained (usually in fact money and goods though, not experience).
So then I am proposing to shift "experience" beyond the realm of the single character, and attach it to the player instead. At any time, the player can have only one single character active in the game, but it becomes possible to create new characters of similar power to existing ones using the time points to buy both character advancement and skills. There should be certain limitations, depending on the implementation of the game world, such as a maximum number of characters per player that are present in the world - to avoid players creating "armies" of their own characters( even though only one can be active at a time, you can still form a formidable political group if you activate each one in turn, so it should be limited ). Another limitation is that "time points" can only be expended upon new characters, or more precisely, the only time they come into play is at character creation. I see time points as not disappearing when spent, but only "disappearing" for the character when being created, but I think there could be variations where those time points are accumulated during the lifetime of a single character, and can only be used when that character dies or retires and a new character has to be created, when they are used up completely.
I do agree with Machaira that _currently_ FPS and MMORPG type games are very different, but my somewhat deviant logic puts a great big arrow there saying "the problem is RIGHT there". MMORPG designers are constantly confusing the "character" with the "player", and severely punishing the player for mishaps with the character. Time points can shift that balance, with the side effect of shifting the focus away somewhat from single characters, towards the game play instead. Note that it does not prevent a player from investing heavily into a character, playing it for a long time, and fleshing out the history. It just enables those players who are unlucky, or who do not see character development as such an important part of the game, to maintain any progress that they as players have made through their in-game incarnations, even through mishaps and death.
The best example I can give is Bob the Newb being singled-out by Tim the Terror (a notorious PK-er). In yer-average-MMORPG, Bob gets killed, Bob starts again, and unless Bob twinks, Bob will suck just as badly against the well-equipped Tim the Terror, and will die again, and again, and again, until he stops playing the game. With time points, Bob''s character will slowly be gaining power because of the game-time that Bob as a player has spent in the game (note: Tim''s time points will increase as well, but as long as Tim stays alive, those will not benefit him!). Eventually, Bob will become a pretty serious challenge for Tim, and might even end up killing him, at which point Tim gets to respawn with a character of similar power (I''d probably balance it to "slightly less"). So, in the small picture, characters are dying left right and center in the game. The big picture however, shows a pool of characters that is, as a whole, advancing, because their respective players have spent more and more time in the game.
As I''m typing this, I''m having a few more thoughts. Earning time points should most likely not be a pure function of in-game time spent. It has to be partially similar to the way experience points work now - the more challenging or interesting the things that you do are, the more you earn, though there should always be a baseline of time spent.
That baseline could be a curve too, it needn''t be linear. The effect of this would be that a very "new" player would earn pure time points quicker than a veteran - a veteran would have to "work" (eg. do more than standing around chopping away at a wood block to raise his strength) for his time points.
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.