quote: Original post by SilvermystI really do think that the design system should take care of this. In games like Everquest, where most of the servers don''t even allow players to attack one another, there''s really nothing a player can do when another player harasses him/her. All you can do is /tell a GM and hope that they catch the perpetrator ''in the act'' (when it''s verbal harassment, you can actually forward the written text to the GM, making it a lot easier for the GM to determine if the harassing player should be scolded/banned/etc)
Ideally, (assuming you want a trouble-free game), all ''bad'' acts should be prevented automatically by the system. As a close 2nd place, all ''bad'' acts should be punished automatically by the system.
The problem is that there''s no technology to recognise a bad act? Obviously the name "F*ckyou" is abusive. What about "Fu-Kyu"? Sounds almost Chinese or something, but the intent is still there, and will be noticed by some people, but probably not by the system. Example 2: hitting someone with a sword is bad and easy for the system to notice. But what about piling up rocks outside a dungeon entrance so that someone can''t escape? Or simply standing in a corridor so someone can''t pass? What about running past a dragon and leading it into a herd of new players? These are all ''fuzzy crimes'' that computers are nowhere near being able to solve automatically. So, in the meantime, although doing as much with the system as possible is the right idea, you will need some human adjudicators.
quote: Personally, I favour a permanent death system for my rpg designs. That usually works pretty good with the ''I''m gonna f'' up your game'' type of players. I just consider them the ''bad element'' in the game world. They might cause some chaos, but the ''good'' players will eventually be able to bring him down.
This is an interesting point, because some MUD owners have stated that it doesn''t work that way. Why? Because ''bad'' players tend to have more experience killing people than ''good'' players do. To kill 10 bad players, you might lose 20 good players. Is that an acceptable tally in a game where death is ''permanent''? The 10 dead bad players probably laughed the whole time and don''t care, but the 20 dead good players are probably very upset that their investment in terms of time/stats/roleplaying is now lost forever.
Ultima Online is another game where they hoped that ''good'' players would police the ''bad'' players. It didn''t work out that way. Bad players tend to be better killers and can be just as organized as good players.
I do agree that permanent death goes part of the way towards the solution. But I''m still working out the balancing details.
quote: It''s somewhat sad though to see that one of the biggest MMORPG games out there pretty much comes down to a huge audience of ''achievers''. I guess my bitterness comes from the fact that I feel it COULD be so much more. But perhaps that''s just wishful thinking.
I don''t mind as such, I just think it''s a shame that the other gamer types aren''t accomodated to anything like the same extent. I do think that achievers are by far the biggest group of gamers (the 2 terms being closely related in my mind) but even so, the other gamers are still being overlooked.
quote: I really think that the player community will always be looking for something new and fresh.
Not just ''Something better than the last game I loved'', then? I think there is certainly a case of "Better Than X" syndrome. People tend to like incremental changes rather than revolutionary ones. It allows them to transfer their previously accumulated skills across to a familiar environment.
Someone once said that you need 2 new features or concepts for any new game. Fewer than that, and the game is too similar to what has gone before and won''t be interesting. More than that, and the game is too different from previous games and will be hard to understand and get into. Food for thought.
quote: I think that at the same time producers of games will be looking to create games similar to popular existing games. Myself, I think that''s silly. If an online game is popular, you have to either be 100% better to draw players from that other game to yours, or you have to be completely fresh. I''ve seen a share of MMORPG designs come by claiming to be everything that EQ is/was and then some… but they never quite hit it off
Yes, which is what I think too. People would be better served trying to sell to 100% of the 10% explorer market than fighting for their own 2% of the 50% achiever market. (Figures admittedly pulled out of the air, but I doubt they''re too far out.) It makes more sense economically, too. The problem is that it''s a risk. And yes, it will take something quite new and fresh to let the ''Big Guys'' know that these niche markets exist.
quote: (how''s Anarchy Online doing? Still buggy? The EQ messageboard community seemed to like it but seemed to agree that it was just too buggy in most cases).
Appallingly so. Being kicked to the desktop 20 times in 1 hour was a figure that I read somewhere. But a friend of mine swears by it. She is the type who will tolerate any degree of bugs, defects, and deficiencies. I am not.