quote: Original post by Dauntless
Yes, you can eliminate some cheaters or some particularly obnoxious player killers, but in the end....who are the police and even more importantly who are the guiders of events? Some genres will not necessitate this, as the freedom of action is bound by the context of the rules....sports for example. But if its an RPG, or a FPS, or something in which limits of action and direction are not explicitly defined, I think it''s headed for trouble.
I wonder how much grief could be caused in an MMO-Puzzle by PKers... Seriously, though, good server configuration tools and voluntary "Enforcers" or "PeaceKeepers" (much like moderators here on GDNet) should make this less of an issue.
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I personally don''t play MMO''s for that very reason. I honest to God think that some people are addicted to this style of gaming precisely because there are no limits. And when I mean addicted, I''m not talking potato chip style addiction, I''m talking spending 6+ hours a day playing kind of addiction.
I don''t approve of the unhealthy addiction some people seem to have to these games either, but that''s the fault of the individual, not the game. If you know that whenever you play you end up playing, say, 12 hours straight, then play less often. Current games are based on commerce and as such want to give players incentive to get as much as possible out of their subscriptions, so players binge. If the service was free (see next paragraph) and the only cost was the upfront price of the software, this might be less of a problem.
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But there''s still one other concern. Since this is a service oriented paradigm, you have to shell out money to play after you buy the game.
In its current incarnation, yes. However, I''m interested in a distribution/use model more like current FPS deathmatch hosts. Any consumer with the time, server space and bandwidth (interest being a given) should be able to host an MMO-environment. While you may wonder how one person can possibly host anything on the scale of, say, EverQuest, if you consider the MMO Puzzle idea at the top of the page it should be quite possible to host a few hundred to a few thousand simultaneous puzzle solvers.
Also, as advances continue to be made in distributed processing, someone may find a way for several consumers to collectively host a world, the status, geometry and other details of various users being primarily processed and routed through the server to which they originally connected, even though they may be visiting a realm ostensibly "hosted" by another. Distributed processing may also make it possible to use the gamer''s local machine as more than a display device. Some processing specific to the gamer alone might also be done on the local machine.
*Sigh*... I wish I had a LAN.
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Thanks to Kylotan for the idea!