quote:
Original post by Charlie_246
There is also the prick factor.
I appreciate your comments Charlie. I wanted to add that this grouping of players with similar interests can be supported even by the skill system: Players that enjoy controling things can take up leadership and political skills. Merchants and crafters should take up trade and crafting skills.
And the "pricks" can take up skills that allow them to practice their prickishness more prickishly -- such as pirating, thievery, etc -- if a player wants to commit wanton murder, perhaps they will have no chance of success (whether because they are easily caught, or the character simply doesn''t have the "guts" to do it) unless they take up a rogue-ish profession.
Point being that any type of behavior a player may want to exercise in game can be taken into account in the game design, and thus roleplaying is NOT enforced but IS naturally encouraged due to the nature of the game.
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Original post by Escherial
Now, as far as PvP goes, how about having a karma system instead of a complicated method for reporting murderers?
Ever played UO? It has exactly this type of system. Not trying to sell UO here though -- I agree with you that this system works quite well, but there are a lot of factors involved with PvP besides just the karma or murder-reporting system -- the balance between keeping PvP fun and realistic and protecting players with no interest in PvP is very difficult, and in my opinion has never before been implemented successfully in a mainstream MMORPG.
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Original post by usser
You CAN encourage roleplaying so that it is fun for everyone. Here is a far fetched example: Let''s say you have a game that gives wizards bonuses if they research their spells in desolate places.
I completely agree, Usser, and I LOVE your example!
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Original post by Saluk
Look to a tale in the desert for an example of a very innovative semi-mainstream mmorpg that basis the whole game on its dynamic world.
I looked at A Tale in the Desert and was quite impressed with its open-ended gameplay. It''s especially impressive that it was/is developed by an indie. I agree that MMORPGs are going this direction, but I worry that mainstream commercial developers are still not seeing the importance of this kind of dynamic gameplay.
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Original post by haro
I think the best solution is a non-open ended game.
That would completely defeat the purpose of the MMORPG. They are the most open-ended games out there because people WANT a more open-ended experience. I could use the same argument to support MUDs.
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Original post by Ronixus
Either way, IMHO, both the games you guys (Haro, Usser) are arguing over could use some much appreciated improvement, but they both serve the purposes they were developed for. They just didn''t delve deeper into player satisfaction...
Agreed.
quote:
Original post by usser
Well I realize that there still is alot more that I don''t agree with Haro on, but I just feel I dont have the energy to answer all the points that he mentions, although most of them would make for some very interesting discussions! Hopefully they will be adressed in future MMORPGs.
Its true, Haro pointed out some very important (if pessimistic) issues with current games. But thats why I''m interested in improving them. I''m not trying to defend existing games, I''m trying to find ways to make them better. As the title of this topic indicates, in particular I would like to see more
dynamic MMORPGs, which I actually feel would address many if not all of the legitimate concerns Haro has mentioned.
---------------------------Brian Lacy"I create. Therefore I am."