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2/25/13 8:35:20 PM#21
All I see is more and more people coming up with ideas for games that are slowly eroding the foundation of why I started playing games in the first place. I have a game for you to play its called your real life, go live it stop trying to induce the short comings of reality and mortality into the word of fantasy.
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2/25/13 8:46:32 PM#22
Originally posted by nariusseldon So you use a non-mmo as an example of what will work for an mmo?
Um, no. EA CEO John Riccitiello's on future microtransactions: "When you are six hours into playing Battlefield and you run out of ammo in your clip, and we ask you for a dollar to reload, you're really not very price sensitive at that point in time...We're not gouging, but we're charging." |
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2/25/13 8:48:29 PM#23
Original idea? If so good job man.
DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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xpowderx
Hard Core Member
Joined: 10/09/05
Science is the belief in the ignorance of experts. |
2/25/13 8:50:48 PM#24
I like this post. Very cool ideas indeed! I imagine that character who developed through his lifetimes with prestige, honor and power! Who is now at last on his last life! A sole King in his own right. Who now subjugates those around him. Who can no longer risk. Who sits on his pedestal in his guild hall with friends and allies in his final days. His last Glorious adventure! To be remembered by those around him and more at his last breath! Alas, life renewed.... A beginning of new things, young and foolhearty.... the memories of old are just that. A new world, a new cycle begins... To seek that which was lost... To conquer again, to rise the ranks of power and fully encompass the world! Where his name brings fear among the mightiest of opponents... Wise, and hearty, and thoughtful! This lifetime will be different! I shall be King of Kings, my friends and allies shall be the strongest in the world! Thus my reign begins!!!!! Success is your proof; |
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Thanks you two. Not sure how original it is, but the idea was simply that with each encounter in an MMo we risk death. Some of the best times I have had are in epic fights, some I won, some I lost. What if you stretched that encounter over a long period, like a life time. The ebbs and flows of a good encounter over a lifetime? When we die in an encounter, no one frets over the lost progression of losing the fight. We do not care that we have to start the fight anew, just that the struggle of the encounter is fufilling and entertaining. Also, yes the RP features of this type of game would be something, "The king is dead, long live the King!" |
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2/25/13 9:35:19 PM#26
Originally posted by infiniti70 "Why does it need to be for nothing?" is the root of the problem. That's the question players are going to ask, and one which is not answered by your list of "advantages" (most of which can be accomplished in other ways, without mangling progression.) No I'm not planning to die 100 times in 10 hours. I'm trying to discuss the Very Bad version of an idea (deleting 10 hours of progression) instead of the Absolutely Unthinkably Bad version of an idea (deleting 1,000s of hours of progression.) Although your example here makes it sound like the fake-permadeath of EVE where you don't really lose much (which is very different from the aging mechanic you described in the OP. One is optional and the player controls the risk. The other is just the game deleting player progression.) You have a specific bar for what you consider acceptably dynamic gameplay, however that doesn't make those other forms of dynamic content not dynamic. They're still dynamic, they're just not dynamic enough for you. Dynamic content is good, and a greater dynamic tends to be better. But again, you can have extremely dynamic gameplay without removing progression, so this is all rather moot. |
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2/25/13 9:49:18 PM#27
Originally posted by infiniti70 The idea of a Lifespan is what I like. I'm not sure about death being the mechanic though. DamonVile- Games built for disposable players are now apparently built by disposable employees. |
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Axe, not here to argue with anyone, but think of it this way. A player goes on a raid, spends 4 hours and wipes on final boss. What happens? They lose all that progression and if they want to kill that boss will start again. Maybe they picked up a piece of gear or two along the way, given them a chance to exceed their previous effort. If they wipe again, they start anew, maybe a little closer. Regardless, all progression is lost each time they wipe, but a litlle bit carrys over each time. Would the raid be made better if they could never wipe? Just keep popping up until they inevitably won? Of course not, that is boring. Think of a life span as one long raid, with the ability to have a little carry over each time.
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VengeSunsoar
Elite Member
Joined: 3/10/04
GRIND DOES NOT EXIST. IT IS ENTIRELY YOUR PERCEPTION. |
2/25/13 10:58:44 PM#29
Repeating content is often not very fun. On an alt, with a new way to do things, that can be different enough to be considered possibly new content. A new area is definately new content. Today's games allready have enough mindless repetition with end-game. Why would you purposefully put in repetition in the early game. Great I"m level 1 again, I get to do it all again. No thanks. edit - I start over often enough as it is because I screwed up or wanted something a bit different, being forced to do it on top of all that just turns me off. You know, in ancient Egypt. One of the hieroglyphics on the walls of the pyramids actually says 'I am upset as my heir will ruin my kingdom' or something to that affect. This is 5000BC stuff and you know what? Nothing has changed. :P |
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2/26/13 8:44:43 AM#30
Originally posted by VengeSunsoar I agree that strict repetition of content would not make a lot of sense, and that's why you couldn't simply graft a PD concept onto an existing MMO. But I do think it could work in a highly non-linear game where a character can have a lasting impact on the world. Let's also not forget that nothing can eliminate player skill; you will be a better, wiser player after each character, and I think it would be right for such a game to appropriately reward the wisdom that comes with player experience through its mechanics. |
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2/26/13 8:51:08 AM#31
Originally posted by MMOExposed It does not lead to detachment from characters, it leads to attachment to death and a inate sense of fear and wonder. Now you emerged, now you care if you die, that is true attachment. What leads to a detachment from character is running him into a mob of goblins, dying, coming back to life, rinse and repeat 40 million times. That just makes your character seem in tangible. Death is real, and it is coming. You always need a negative to understand a positive. You need ugly for there to be beauty. You need dirty for there to be clean. And you need to know what death is, before you can truely live. |
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It seams that the 2 biggest objections are 1) loss progression 2) replaying conent. I believe long term progression is still there when you can carry over some things to your next life. Reputation, some wealth, housing,... Think of it more as progressing your family name. For Game of Throne fans, progressing House Stark or Lannister. It is not about that one singular life cycle, but progressing your house. This also works to solve replaying the same content. As your house gains reputation, wealth, or whatever, new fresh content opens up. A NPC who had nothing to say to you before, tells you a secret the next time through. Mobs that were KOS, now allow you to pass or show you a secret tunnel. Sure these things can be done in any MMO, but a life cycle gives the game a better flow than a high level charachter running through old zones and trash mobs...it is just more immersive this way. With a new life cycle comes new challenge, the world continues to be dangerous. |
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2/26/13 9:27:42 AM#33
Originally posted by infiniti70
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Adamantine
Advanced Member
Joined: 1/07/08
War is not the ultima ratio, but the ultima irratio - Willy Brandt |
2/26/13 9:37:02 AM#34
Err. Why would we need "life cycles" for characters ? All the reasons the OP gives are completely riddiculous and obviously wrong. The result of life cycles of characters is more treadmill gaming. Its the exact same category as ideas like permanent item decay etc - we have something that we think has to go on, so introduce a mechanism that it may go on. Except there simply has nothing to go on in the first place ! Games are for fun, not for making some kind of simulation. For having fun, humans need challenges. Introducing treadmill gaming - repetitive elements you have to just repeat over and over and over - means killing the fun of games. Thats not a way to keep the most intelligent lifeform on the planet occupied. Whats the result of character aging ? People have to restart their characters all the time. So whats the additional challenge ? Zip. People will have to see the same lowlevel content again and again and again. If they want to or not.
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2/26/13 9:47:54 AM#35
I'm sure the idea would be appealing to many.... But for me it's just a game I wouldn't play in the first place. I've already die a lot in games as it is, I'd hate it if it means my character is gone (even if it's for the 100th time). My internet connection can be unstable from time to time, I'd have to keep hoping that it doesn't go bad anytime I engage an enemy, or that the power doesn't go off, or that the baby doesn't suddenly wake up crying, and so on.
What can men do against such reckless hate? |
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2/26/13 11:05:02 AM#36
Originally posted by infiniti70 I prefer the term "discussion" to argument. Unless you are only interested in listening to positive praise which ignores the games people generally enjoy. My original post stated that less than 6 hours of deleted progression is completely acceptable. Your example in the OP was that of a long-progression game (implying more than 6 hours), while your example in this post is less than 6 hours. (And 6 hours, specifically, is just an arbitrary number for the sake of discussion. It's more of a gradual spectrum of acceptability where even games which delete 6 hours of progression are super rare, and typically just unusually long rounds of a game like Faster Than Light or Nethack.) Repeating little bits of progression near the top is simply more acceptable than repeating the entire 6+ hour experience due to a mistake (or even 100 mistakes; or due to character-aging). I'd wager it relates to how when we screw up in real life we're not forced to attend grade school all over again and start completely from the beginning -- instead, we repeat the job we failed at until we get it right and advance. |
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2/26/13 11:22:49 AM#37
Originally posted by infiniti70 This is similar to how I feel as well. If my characters were just a piece of a bigger pie that was my overall character progression. The House or Family Name idea is a great one. If you were able to attain certain benefits on the singular character that partially remained after death. Wealth is a big one, but that could be a matter of having to bank your wealth or risk losing it upon death. If my original character was a warrior type, who was also a master blacksmith. My next character should have some inherent benefit to blacksmithing (aka was an apprentice), so my jumping off point wouldn't be as far behind. You could even have a function where if you chose to not be a blacksmith on the next character, your third character would receive even less benefit from the blacksmithing, until you effectively lost that benefit all together (until you make another master blacksmith). I imagine that after a few months of practice, your characters could last a very long time, but that risk would still be there. With the proper system, where it doesn't feel like you are completely starting over each time, "perma-death" might make for an interesting mechanic. |
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2/26/13 11:29:58 AM#38
start over and over? how boring... no thanks I guess try before buy, even if it's a game to avoid bad surprises. |
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2/26/13 12:20:49 PM#39
"Life cycle" implies a character that can die from old age. Slow down and lose effectiveness from a lifetime of battle-scarring, or just plain past-your-prime. Pretty sure there aren't many players looking for that. Some of us are busy experiencing it. Ignore the nattering of beldames, enjoy whatever you like. |
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2/26/13 12:31:20 PM#40
I think this idea is genious.
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