quote:
Original post by Iron Chef Carnage
What I object to is the fact that somebody can attain absolute mastery of a multiplayer game by employing the same techniques that they use to master a single-player game.
(cut)
Nothing like flopping down in your chair after eleven hours of constant frustration and loading up Diablo II only to be immediately annihilated and robbed posthumously by "InGeMaR TeH 1337 D-zTrOyEr!!!11". That sucks.
*DING!* You get a prize, sir! You have stated clearly and concisely exactly the point I''ve been meaning to get across for
literally a year.
Are developers really so set in their ways that they just can''t see that the leveling model for single player "RPGs" (aka Goblin Slaughter Simulators) does not work for a massively multiplayer social game?
First, allowing such a gross disparity of power level between PCs means that any social structure which presupposes some degree of equality in its citizens collapses in the face of the unassailable might of high-level characters and the pathetic weakness of new players.
Second, the strict correspondence between monster slaughter, experience level, and in-game ability creates such a limited game for new players, especially ones who don''t have a lot of time to dedicate to gaming, that I imagine most quit in frustration well before they even see nine tenths of the game. Since so much of the world has to be dedicated to challenging the relative minority of high-level powergamers, newbies and casual players are left crouching around a rat hole with knives.
Third, because all challenges are based on combat, and all characters eventually become arbitrarily good at combat at high enough level, there''s absolutely no incentive to work with others. You might as well be playing a single-player game, except with other people in the way.
Here''s what I''d like to see.
1. NO stat improvement.
2. NO HP increase.
3. NO XP bar.
4. Skills improve logarithmically based on training.
5. Skills can be trained while offline.
6. Multiple challenge types:
- Some problems
cannot be solved by combat.
- Some problems require a combination of skills which can be acquired much more easily through assembling a team of specialists than by learning all the skills yourself.
- Some problems require a stat level you don''t have
and can never get, so you
must ask for aid from others.
7. NO power equipment. A sword is a sword: expensive, requiring skill and time to make, and an effective weapon in the right hands. Full plate is full plate: very expensive, very difficult to make, and very good protection at the expense of any hope of speed, stealth, or subtlety.
What makes a player in this sort of game? Not his stats: they can be duplicated by any newbie. Not his equipment: depending on who he is and what he''s doing, that expensive greatsword may be a great asset or a massive hindrance. Partially, his skills: as long as his character''s been around for a while, he''s got one or two good ones which may or may not apply to the task at hand. But mainly, it''s the
people he knows and his ability to form a team to tackle a task. At some times he will be the go-to guy; at other times he''ll have to ask favors. That''s a social game. That''s what MMORPG should be. Or so I think.
-STC
---------------------------------------------------
-
SpittingTrashcanYou can''t have "civilization" without "civil".