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Tsolless 6/23/07 11:54:43 PM
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Novice Member
Joined: 12/29/06 |
Why do you bungee jump? Jump out of a plane at 100 kms? RIsk = Adrenaline. Even if it is just a video game.
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Xtromass 6/24/07 12:51:55 AM
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Novice Member
Joined: 9/20/05 |
Originally posted by cheshyrecatI second that laugh! |
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ArcheusCross 6/24/07 1:02:56 AM
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Hard Core Member
Joined: 1/31/07 |
Because it gives a point to the game. If there was no point in dying but to make you ghost walk to your corpse, why play? Is there a reason? Are you fighting for a land you love? Or simply playing some kind of pvp centric game?
On another subject, IMO perma-death would make achievements greater (OMG YOU KILLED A DRAGON AND LIVED?!!! YOU ARE A LEGEND!) and give people a bit more roleplaying leverage (should i kill this person just because he annoys me or would I receive retaliation by his friends if they found out?). However, permadeath in any of the current level-centric games would not work as it would anger people and make them mad for losing all they have gained. There would have to be an entire new kind of gameplay style. |
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"The aquisition of knowledge is of use to the intellect, for nothing can be loved or hated without first being known." Leo da Vinci |
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cheshyrecat 6/24/07 2:27:27 AM
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Hard Core Member
Joined: 10/21/06
We''re all mad here. I''m mad. You''re mad. |
Originally posted by Bladin A nice idea. But if death can occurr EVERYTIME who cares if there is no form of penalty? "oops! i died again." *gets back up and attacks the now weakened enemy.
Originally posted by Bladin your example is a clear referance to WoW 'epic' quests. and in this I agree! No we should NOT have to spend hours/days/weeks preparing for an encounter. That being said, If you join and epic quest, why shouldn't it be difficult/dangerous? Once again as per my above post, without a risk of some kind the challenge/excitement vanishes.
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Jimmy_Scythe 6/24/07 2:39:31 AM
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Elite Member
Joined: 12/31/04 |
<sigh>
I bet you're one of those people that just peels the stickers off of the Rubik's Cube and re-sticks them so it looks like you solved it. It's really hard to know where to begin on this one. I think I'll start by deconstructing the CRPG. Let's go back. Waaaaayyyyy back. Like, to the beginning. I want you to download and play through on game of Lost Labyrinth. Go on. It won't take you any longer than 20 minutes, tops! I promise. Done? Cool. Let's go over what you now know. Did you notice how you had keep track of everything? You had to pay close attention to your inventory because you needed to drink and eat to stay alive. You probably also noticed that you didn't autoheal. This meant that you had keep track of how many healing herbs you had and sometimes take the risk of drinking a potion or reading a scroll that you knew nothing about. Did you notice how your arrows would run out? Yep, you had to keep track or you'd run out of ammo and have to fight with your hands. Mana also didn't just regenerate on it's own. If you ran into a shop, you had to make a tough decision as to whether or not you wanted to buy the best weapons and armor you could afford, or buy food and water. You had no idea how long it would be before you found another merchant, food, water, or healing of any kind. Your character would advance with every dungeon level so if you wanted to try to avoid combat you could, but that would mean missing out on potential gold and items that you might need later on in the dungeon. Do you see where I'm going with this? CRPGs are mostly about logistics. MMORPGs are no exception to this rule. The best CRPGs have this thing called "diminishing returns." It means that as your party becomes more powerful, they become more expensive to upkeep. Weapons break and healing cost money. The further you go, the more you have to take risks just to afford the trip. In this way, most CRPGs act as a distant cousin to 4X strategy games. Like most Strategy games, the player starts off with few options and gains more as he / she progresses. Not all options can be followed, so the player is forced to think about their long term strategy. Unlike most strategy games, you are not really given a single opponent that you know a great deal about. Instead, the scale concentrates on random, individual events that you have to be ready for by planning ahead. You can't really prepare for everything, so you have to be resourceful with every new situation that arises. Without the elements of uncertainty and diminishing returns, there isn't really anything you can call a "game." MMORPGs have already done away with much of the CRPG formula. You have that handy mine-map with the icons pointing you directly to where you need to go, thus destroying the need for exploration. All the items that are dropped are clearly labeled as to what they do and none of them are cursed or cause any negative effects even when not identified. And finally there's autoheal. The less said about that the better..... At the very least, death penalties add tension to the game and cause players to actually <gasp> THINK about what they're doing. In a rather indirect way, it's really about responsibility. hmmmm...... |
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Bladin 6/24/07 3:20:35 AM
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Elite Member
Joined: 9/01/03 |
Originally posted by cheshyrecat But see heres where YOUR logic fails. I hate dieing in games. I loathe it, i'll use expensive potions, long cooldowns, various other tactics to stay alive even in a situation where im 10 feet from a "Graveyard". Because losing is something i loathe. Dieing to me means i've lost. And wining in games is what i'm after. I run from teams about to wipe, i see someone running at us with a intent to kill while teaming with a friend? i leave him as bait(unless i can kill the guy then its go time). Even without penalties. I play guild wars random arena for hours trying to win, no ranking, no real gain or loss. Just the fight and the want to win. I do not wish to find a guild to spend time getting everyone with the perfect char in the perfect build for the perfect team, and play. And see when it comes to a point where you can't enjoy a game, you can't care about winning, or care about achieving anything, without being penalized or crippled then it's time to re-evaluate why you play games. Your not truely enjoying the game, rather the rush and fear of being crippled, because of a loss, not the actual loss itself. Ever play fps or tps games? I do, quite often i enjoy it and i will also work as hard as i can to live and win. But when i lose, do i have to spend a hour being transported back to a hospital, then waiting in a jeep on the way back, just waiting to get back into the action. Would you play that game? Why do you want to experience that in a mmo? it's still a video game. This goes for things such as bungee jumping and mountain climbing, they aren't enjoying the actual experience of the activity, rather the risk of death. Which is why when people die from these type of activities, i honestly say they deserve it, they put their life at risk, nobody should be surprised at their death. They shouldn't get news time, and they shouldn't get mourned, or get movies/books made about them as if they were heroes. People who purposely risk their life for fun and die from it, are losers. But the thing here is In a mmorpg dieing does not mean the end of the road. You continue on, keep fighting more battles. Asking to stop you from continueing on for a extended period of time, is just that you will be able to play this game LESS and spend MORE time waiting. And frankly thats not a cause for a excitement, and thrill, if your desperate for thrills maybe, but in the end it leads to nothing but boredom. |
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teiohFromSWG 6/24/07 4:21:26 AM
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Advanced Member
Joined: 4/28/07 |
i loved playing swg as jedi. the death penalty that set you back a few hours made it soooo much fun when a bounty hunter came around.
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JADEDRAG0N 6/24/07 5:28:18 AM
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