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My 2 Copper's Worth

Well we're on a website dedicated to MMO's so I'll give you one guess as to what I'll write about. And no it's not mustard.

Author: ivan50265

Marriages in MMOs: Let's make it a mini-game!!!

Posted by ivan50265 Friday February 27 2009 at 11:49AM
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I wrote this last summer and noticed it wasn't on here so I thought I'd submit it for your approval.

In honor of my One Year Anniversary coming up soon I thought I'd take a moment and write a little sattire on the subject of marriage. This article is all in good fun, and I still consider marrying my wife one of the smartest desicions I have ever made. Enjoy.

 

Marriages in MMO's

 

You know I was thinking about marriages in MMOs, and I thought it would be great if some devs would finally develop a marriage system that mirrors our world a little more accurately. Now I'm not saying we need to tarnish the always quaint "and they lived happily ever after" type of ceremony which one finds online more often than not. I'm just saying we add a few little extras to spice the experience up a little bit. Here's what I came up with:

1. For the solo player, or the player that can't find a mate you can quest for your NPC wife/husband. This quest would take you from tavern to tavern looking for the love of your virtual life. Don't forget to raise your newly acquired drinking skill to help resist the effects of drunkenness as that tends to make the ugly girls prettier and the dumber guys more interesting. If that does't pan out you could always look at the local personals board to view the portrait and profile of single NPCs who are also looking for love. Be careful though all may not be as it seems.

2. All weddings will generate two random sets of in-laws whose sole purpose is to make your marriage more difficult through criticisms of your mate and guilt trips that you spend more time with the other set of randomly generated in laws than you do with them.

3. The married couples would combine their bank inventories, and the newlyweds would not be able to withdraw money or items or make auction house purchases with out the approval of the other.

4. The married couple will be automatically grouped together upon login with the exception of Thursday evenings which will be known as guys/girls night out.

5. Last but not least if you find out the married life isn't for you no problem you can get a divorce where each spouse will have to hire an attorney found conveniently in any major city for 5,000gp. These two attorneys will then haggle everything you own including the equipment on your back through a series of random loot roles. While in the process you and your soon to be ex can engage in name calling and accusations for experience points.

Now I know this seems a little over the top, but just take a minute and plug this in to your favorite MMO. You have to admit you'd never look at an online wedding the same again. Feel free to add to my idea below or tell me what you think I always appreciate the feedback.


And that's my 2 copper.
Until next time.

Ivan

The Great Perma Death Debate.

Posted by ivan50265 Sunday February 22 2009 at 6:30PM
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   Hi all and welcome back to the grand re-opening of my blog. It has been awhile and the landscape here has changed a little, but all in all it is great to be back talking about my favorite gaming genre the MMORPG.  So without further adieu here we go.

 

Perma-Death

   Ok so I've been on my fair share of forums for MMOs in development in my day, and one theme that always seems to find its way onto the forum is the idea of perma-death in the game, or at least on a server of the game. Part of me wonders if this is the singular effort of one man to see this argued on every MMO forum, or part of a group effort campaigning for this idea until one day a Dev out there somewhere says in a meeting "What if when a character dies their really dead!" and everyone in the room replies "Brilliant!".  I think it is time to break down why the whole perma-death idea is flawed and why it just doesn't work in the MMO space. 

   First off the idea of having to reroll my character everytime I die sounds a little frustrating in my opinion. What masocist wants to build up a character in a game only to die for any reason be it a PvE or PvP related incident and then have to reroll that toon and start over from scratch.  I personally would go nuts having to play the same content over and over again hoping and praying I could make it to level 20 this time before my number comes up if you will.  I wouldn't feel very enouraged to PvP either as one wrong move means *ding* I start all over again.  I guess I fail to see how this type of system encourages players to keep up a script to a game. 

   What if we took this concept to a single player game?  Let's say I'm playing "Bioshock" and I get to the very end without dying once and get killed by the final boss only to have to start all over again.  I would be tempted to throw my computer out of my window with the obligitory profanities being screamed at the top of my lungs.  While this would be great for the computer manufacturers I can't see any other benefit other than large populations of gamers on antianxiety meds.

   How would content updates look in the perma-death MMO?  Would you even bother adding more endgame content if over half of your palyer base kept dying before they got to it? I guess you could add more races and starting zones so as to break the monotany of having to start over at the same spot over and over again. 

   Soloing in the game would probably be nonexistent as the prevailing logic of safety in numbers would most likely prevail.  Which maybe isn't all that bad.  :) But thats for another post altogether now isn't it.

   The biggest flaw I see with perma-death though is simply that it lends itself to exclusivity rather than acessability. If WoW teaches us anything it is that the more accessable the game the better.  In a perma-death world we would probably see an exclusive group of payer that would make it to the end game and either attempt to hinder others progress or make money helping it.  The Massive in MMO gives us a look into the priamry goal of these games which is to have alot of people playing them, and when you sacrifice accessability you lose population plain and simple.

  Now don't get me wrong friends you are not reading the remblings of a carebear here.  I still have emotional scars from "Ascheron's Call" getting killed and respawning in nothing but my undies knowing that some a-hole is looting all my great gear.  I am all for a death penalty.  Heck part of me keeps thinking about playing "Dark Fall" simply because of its death penalty, but even that is a drastic yet entertaining example.  The idea of the death penalty  to me is sound which makes me not want to die very much, but doesn't completely ruin my experience if I do. 

   In the end I'm sure that person or group of people will keep hitting up the forums with the perma-death argument.  Maybe one day a poster will find solutions to my issues with perma-death, but I doubt it.  This genre jsut wouldn't do well with it.  Now one idea I do like is if I decide I do not want to play the game anymore to be given an option to do a  perma-death  scenario with my toon which would allow me to cancel my account with a bang.  Now that I could deal with.

What are your thoughts on perma-death in MMO's? Feel free to comment below I'm a huge fan of feedback.  

And that's all I got. 

Ivan