RE: [GD-Design] Persistency and PvP
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From: Jamie F. <ja...@qu...> - 2003-01-20 10:37:27
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of course you can throw in various caps on abilities, which means eventually even the players with less time can catch up. my main concern with mmorpgs is that they seem to have an emphasis on graft rather than fun. j -----Original Message----- From: gam...@li... [mailto:gam...@li...]On Behalf Of Jaek Smith Sent: 18 January 2003 10:14 To: gam...@li... Subject: RE: [GD-Design] Persistency and PvP > For individual competition (i.e. not team based), this is even worse -- > what happens when you join the game late? Do you rely on social > engineering such as guilds (effectively informal teams) to protect you > while you gain power? Or are you just screwed? The problem seems to be time vs experience. It would be the same whether you joined the game later than other players or whether you are unable to play the game as much as other players. In most of the current games you really spend 'time' to gain 'experience'. Unfortunately the time you spend is real-world time (the time in which you physically allocate to playing the game). Even a player that does not spend every second of online time improving his stats can still quickly out-rank a player that does if the first player is online much more than the second player. So: -> We spend real-world time to gain in-game experience. -> There is an imbalance in the amount of time various players have to spend in game. -> An imbalance in in-game experience is an imbalance in character-capability. This means that there is an imbalance (across time) in the ability of players to gain in-game experience which leads to an imbalance (across time) in character-capabilities. (Thus, the effect is continuous). If real-world time is the resource, then those of us with less real-world time to spend are 'just screwed'. :P An interesting comparison to make would be this: Imagine a game where, instead, you spend real-world money to gain in-game experience. In this case, the imbalance would give more weight to those that had more money. I'd suggest that those with less time often have more money (think working people vs non-working people). Thus, the imbalance would be the same but the opposite group (in general) would have the advantage! So the problem seems to be that real-world based imbalances affect persistent (continuous) world type games. Is it possible to get rid of the real-world based imbalances? Possibly - though it would be game dependent. For instance you could make a game where, every so often everyone in the world gets X number of resources that they can spend on various attributes. A person that does not log on for a week will just have a buildup to spend when they do finally log on. This would (ideally) solve the time-based imbalance without relying on another real-world resource (such as money) to replace it. However, you still have the late-comer problem... (As well there are other problems - experience is a major element of the RPG model, but becomes more or less worthless in this design). Theoretically the best thing to do would actually limit every player to exactly the same amount of online game time - but in the end this would mean that everyone gets no game time. ;) Other possibilities have to do with limiting the interactions of imbalanced players. (This doesn't remove the overall imbalance, but might remove the omni-powerful-player stomps newbie problem). Tangentially: In my own mind, a get-stuff/do-stuff gaming model would be much more fun than a work/do-stuff model... I find that too many games require un-fun tasks (i.e. work) in order to let you do fun tasks (i.e. play). (Interestingly a friend once told me that my ideas are not really games... thus I guess I'm really looking for the virtual equivalent of toys and activities (skiing is not a game either)). ;) Later for now --Jaek ------------------------------------------------------- This SF.NET email is sponsored by: Thawte.com - A 128-bit supercerts will allow you to extend the highest allowed 128 bit encryption to all your clients even if they use browsers that are limited to 40 bit encryption. Get a guide here:http://ads.sourceforge.net/cgi-bin/redirect.pl?thaw0030en _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=556 |