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Post by Morreion on Dec 12, 2009 9:03:00 GMT -5
The Daily Grind: Punish or protect? (Massively)In my opinion, there has to be a balance, but I lean more towards the punishment mechanism. In the early days MMOs tended to have harsh penalties for dying; there was a reaction against that, and now dying is generally consequences-free so that people sometimes use it to travel faster. Protecting players against adversity produces a pointless game where a cat walking across the keyboard could successfully play a character. If there isn't consequences- meaning, penalties- for unthinking behavior, I can't really call it a game. If it doesn't matter what you do, why pay to do it? I'd rather feel that I had at least a dollop of skill to get where I was going in an MMO. It's hard to get attached to a character when nothing you do really matters. Plus, if there are no mechanisms to encourage good playing habits, you end up playing with a bunch of people who have (and don't need) a clue. Not the optimal playing experience for me...
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Post by Rakul on Dec 13, 2009 12:20:23 GMT -5
Yeah, we talked about that before. If there aren't consequences, it's less exciting of an experience.
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Post by Regolyth on Dec 14, 2009 13:12:50 GMT -5
There has to be some type of consequences for dying, or for bad behavior. If there aren't, then it's a chaotic walkthrough (cake?) of a game that makes no sense and fails at gaming.
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