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Originally posted by zekeofev Haha, I would say no, because you don't have to be there to play it. You can literally set it up and leave. I guess the only difficult part is making sure you don't lose power :). And hey, maybe that is difficult in its own right...I'm not sure how long it takes to get "max" level in that game, but if it takes multiple years, it may be difficult to transfer your progress quest files to a new computer and what not when you upgrade. If however, you were required to stare at your screen for months on end while you play it...yes that would be difficult. Are you team Azeroth, team Tyria, or team Jacob? |
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Originally posted by Axehilt The problem with your entire argument over I don't know how many pages and how many threads is that the highlighted statement is SUBJECTIVE. Here...let me show you why with an example... My mother-in-law loves to hunt for bargains. She will spend hours and hours shopping to save a few bucks. While her bargain hunting is definitely difficult, I personally hate it. I feel like it's a complete waste of time to spend hours trying to save a few dollars when I could easily earn more by spending the same amount of time working OT. And yet, she really enjoys this, and it is not a waste of time to her. This is what you aren't getting. YOU are saying that something that YOU don't like is a waste of time simply because YOU don't like it. Yes, you try to use the "majority agrees!" as backing for your argument, but this is bunk. Do the majority of people in the world play the saxophone? Is playing the saxophone a waste of time? Are you team Azeroth, team Tyria, or team Jacob? |
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Cuathon
Advanced Member
Joined: 10/24/04
Draw Something is now an MMO. God has forsaken us. |
3/22/12 9:49:38 AM#123
Originally posted by Creslin321 Absolutely. Trumpet forever! |
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3/22/12 9:52:27 AM#124
Originally posted by corpusc "Less so than traditional MMORPGs" is kinda the point. WOW isn't the ideal, it's just better than the other MMORPGs I've played (which has been quite a few.) WOW does offer challenges. My #2 complaint of the game (behind raiding) is the weak selection of difficulty settings, but it still offers challenges. It's not like I breezed through dungeon/raid content without failure. Hell, with Cataclysm I even died more while leveling than I had in pre-Cata quest leveling. Are there harder games? Sure, my second favorite MMORPG (CoH) was. It had the difficulty settings I mention above too, allowing you to tackle harder challenges for faster advancement. Calling extreme repetition the "foundation" of MMORPGs is just wrong. Extreme repetition is a necessary evil. Developers who've minimized it have enjoyed greater success than those which just let their games be ridiculously repetitive. Even lower IQ players know excessive repetition isn't desirable and avoid those games. |
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3/22/12 10:19:08 AM#125
Originally posted by Creslin321 Yes, but you can accept that there's a certain skillful depth to locating bargains, even if you don't like it. Whereas with arbitrary time-wasting in games (doubling the time wasted by death penalties) no depth is added, only time is lost. I'm sure you can find examples of people who enjoy spending time in the DMV, or other fruitless time-wasting, but they'll be really damn rare because it's not how the human mind is built. (And in cases where someone enjoys their time being wasted, it's because it's actually doing something for them, like how time at a DMV might be an opportunity someone gets to read.) Meanwhile with timesinks in games, nothing is accomplished that isn't accomplished better in other ways. |
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3/22/12 10:29:12 AM#126
I think we all know the only true measure of difficulty in an MMORPG is related to how big the weapons and shoulder pads are.
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3/22/12 10:31:58 AM#127
Originally posted by Axehilt You do realize that 8% growth is...wait for it...STILL GROWTH. A "shift" means moving away from one and to the other. One may be growing faster than another, but both are STILL GROWING. Why? Because people are largely enjoying both mediums. Thats not a shift, thats an expansion of horizons. So yeah, thank you for providing statistics to prove my point. |
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whisperwynd
Hard Core Member
Joined: 2/22/06
Think for yourselves and let others enjoy the priviledge to do so as well. |
3/22/12 10:36:41 AM#128
Personally, I believe the measure of difficulty in anything is that which we impose upon it ourselves. If we try something for the first time but it's enjoyable to us, then we keep at it with zeal and revel in the accomplishment. If it's distasteful to someone else, then it's chore and painstakingly boring. Same trial. Discount all the external factors that might affect the exercise, in gaming terms 'bad mechanics', 'lag', etc. and what you're left with is perspective. A whole other discussion can be made about a game's functionality or lack thereof but that's not the 'here and now'. |
Originally posted by Axehilt Why are death penalties a waste of time and how do they arbitrarily double the time you "waste?" Isn't the outcome of whether you die or not ultimately decided by the player's actions? Therefore doesn't "skill" act as a major determinator of if you are "set back" by the death penalty? How is this "arbitrary?" And since the goal of just about any MMORPG is to "get more powerful," this means that your lack of skill, which led you to dying, directly negatively impacted your progress towards reaching your goal of "getting more powerful." Therefore, death penalties make the game more difficult. Are you team Azeroth, team Tyria, or team Jacob? |
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3/22/12 10:46:46 AM#130
Originally posted by Creslin321 This would be a dream come true. I can't wait for this actually happening! /cross fingers |
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3/22/12 10:47:23 AM#131
Originally posted by Creslin321 I just realized, is your avatar Tyrion Lannister wearing sunglasses? MMO History: |
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3/22/12 10:47:49 AM#132
Originally posted by FrostWyrm
Why not agree with the other poster's valid point about declining theater sales, instead of floundering about on your own?
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Originally posted by FrostWyrm Also... Movies have been around since the early 20th century. They have already reached maximum market penetration (everyone watches movies), so it's not surprising that they aren't growing much because well...where could they possibly grow? Video games have only been around since the late 20th century, and they are currently in a period of explosive growth. They have yet to reach maximum market penetration, so it's not surprising that they are growing quickly. The comparison Axe makes is silly. It would be like if I said Darfkall was more popular in WoW during its first week because it grew 1000% while WoW grew only 1%. But this doesn't matter when you look at the fact that Darkfall probably grew from like 1000 players to 10000 players, while WoW grew from 10 million players to 10.01 million players. Are you team Azeroth, team Tyria, or team Jacob? |
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3/22/12 10:53:35 AM#134
Originally posted by Creslin321 Failure happened, you died, the reward wasnt gained, and the fight was reset. Those are the elements required to give a death penalty the meaning it needs in a game. A certain amount of time is used up (the time used in the failed fight) but no more than that. Whereas in a penalty that involves a lot more time than that, that time didn't need to be used up -- so the timesink is a waste. Anything which doesn't add to a game design, holds it back. The designer knows he has achieved perfection not when there is nothing left to add, but when there's nothing left to take away. Adding timesinks arbitrarily is lazy, bad game design. |
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Originally posted by Axehilt A few things... First, you do realize that an MMORPG as a whole can be considered a timesink right? Like all the time you spend grinding mobs, or doing the same dungeon or BG over and over again...timesink. Second, there's that "arbitrary" word again. How is a death penalty arbitrary? It's almost the opposite of arbitrary it is specifically incurred by unskillful play. Third, here's another perspective for you. When I feel like I have nothing to lose, then I feel like I'm just wasting time because there's no real need to pay attention or be cautious. Therefore, without a death penalty, the entire game is a time sink to me. Fourth, I know you like to use the word "arbitrary," but ironically, it describes your arguments very well. You are arbitrarily deciding that a death penalty is nothing more than a timesink and predicating your entire argument on that. I mean, "time did not need to be used up" really? How are you deciding this? I could argue that no time in a game needs to be used up. Finally...I just want to make it clear that I'm not arguing that a harsh death penalty is always better. I'm just arguing that, in the right game, a harsh death penalty can be a very good thing. And you seem to be arguing that a harsh death penalty is always, unequivocably, bad...which is clearly false because there are plenty of games with a harsher death penalty that do quite well (cough...Minecraft...cough). Are you team Azeroth, team Tyria, or team Jacob? |
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Originally posted by BadSpock LOL, indeed it is :)! Are you team Azeroth, team Tyria, or team Jacob? |
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3/22/12 11:25:49 AM#137
Originally posted by Axehilt Its been explained dozens of times by those who prefer death penalties why they actually enjoy them. Explaining it one more time wont really change anything. Suffice to say, you think your opinion is the rule of law. It isn't. You seem to think anything you dont like is arbitrary. It isn't. So I'm curious. Do you feel that every genre you don't like should not exist as well? Are they "arbitrary" because they dont entertain you? What if your favorite MMO implemented a change that you didn't agree with? Is that suddenly lazy, bad game design? Death penalties serve a purpose. I find it kind of funny you call them "lazy" as opposed to simply giving you a debuff that lowers attributes for xx minutes. Giving players a reason to be cautious, making sure people don't want to lose...yeah, thats such terrible game design. You died, now you're useless for 5 minute = Arbitrary timesink You died, now you have to fight to recover your losses = Still playing the game When you go broke in Monopoly you dont just sit out 5 turns then come back with $2000, and Monopoly has remained a popular game for nearly a century. |
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Zorgo
Elite Member
Joined: 12/05/05
Who did wrong? The advertiser hired to sell the game or the consumer who put faith in advertising? |
3/22/12 11:44:49 AM#138
Originally posted by Elikal I think this is an important point. In an RPG we are playing the 'role' of the fantastical hero, we are not actually fantastical heros playing a game. The 'character' I play, I make powerful. I am not powerful. Often when games boil the play into who is the quicker button masher, I lose the since that my character is a powerful magic infused warrior. My age, reflexes and eyesite simply won't allow me to compete with a 19 year old. So when a game is built on 'my' skill (i.e. who can press the buttons in the right order the fastest) I can lose the feeling that the 'character' I've built over several years is a epic hero worthy of a fantasy novel. And that's what I am trying to create, not leet twitch reflexes. |
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Cuathon
Advanced Member
Joined: 10/24/04
Draw Something is now an MMO. God has forsaken us. |
3/22/12 11:53:18 AM#139
Originally posted by Zorgo
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3/22/12 2:58:19 PM#140
Originally posted by FrostWyrm Really? Then it should be easy to make them happy. Just have a game that every 5 min, a meteor drops out of the sky randomly and kill the player. Oh, let's tag on a 5 level penalty, strip him naked .. for the death penalty. You don't really need mobs or anything... they can enjoy being death and penalized 100% of the time! Plus, i won't see them in my game, that is probably a plus for me (and for them, no doubt). |
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