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12/16/12 12:45:50 PM#81
Originally posted by nariusseldon I agree on this. I had to go back and read what some posters were saying, but too much realism like this would make for a very boring game. However, gojng part way and offering other things to do along the way can be a very good thing, in my opinion. Travel, for example, if it were an adventure in itself with wandering MOBs and random events, discoveries, some changes to the game world (MOB camps, a new cave once in a while, new burrows and crypts uncovered). Challenges of the journey. And in this regard, needs for food and water (not to die by, but to maintain performance) can offer a degree of planning for that journey, increasing the use of bodies of water or hunting fields, etc. This would be a different game play than simply hack and slash. And it adds to what players can do. For example, building a supply store in key locations, and this could be a public merchant store or a guild's private warehouse store of supplies. In this way, it can add to "worldly play". Some many of us actually want more game play along these lines. More requirements that some may not consider "fun", but adds "interest" and "ownership" to the game through worldly game play. Once upon a time.... |
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12/16/12 12:46:54 PM#82
Originally posted by Kyleran
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12/16/12 12:46:55 PM#83
I actually play skyrim with Fast traveled disabled via a mod, and scenic caravans to actually travel in real time....It took me like 50 hours to complete dawn guard running back and forth.(which was both frustrating and fulfilling) Some days i had to sleep in real life because i didn't have the energy to ride back to fort dawnguard.. |
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12/16/12 12:54:41 PM#84
I don't know where you live but ive had some crazy things happen because i "chose to go for a walk" And im sure there are other countries (oh i don't know Africa) where its a Journey just to survive the day. |
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12/16/12 12:57:15 PM#85
There is a workable area of compromise between realism and fun. I do think there is a market for games like that. But I don't think it would be a large market. Bear in mind: - most gamers are young males and they want constant conflict and destruction; many young girl gamers do too - realism cuts against the desire for constant conflict and destruction I do think there is a niche for virtual worlds. But right now it would take a brave company to forego the certainty of the bottom line for the risk of striking into the unknown. |
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12/16/12 1:03:00 PM#86
Originally posted by Kyleran First question: what's a bugbear mage? As for your question I would say: limited fast travel. making it possible but either very expensive or on a timer or allowing certain classes the ability, etc I would want game play above the need of me having to create an axe in order to continue. I would like the need for the use of food. I dont' like auction houses though wouldn't mind a "real" auction house where an item goes up to bid and people bid on it until there is a winner. Prefer player stores for buying and selling. I dont' like quests unless they have more involvement than "accept" opening up the map to see a glowing "*" on the map and then running to that "*" and running back. That's not a quest it's a relay race. No need to watch a character relieve himself. equipment degredation so there is an economy of player made goods. |
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12/16/12 1:13:33 PM#87
Originally posted by nariusseldon I'd like to address this part. I see this comment quite a bit from people. The "if you want it so badly just delete your charcter" or "If you want to lose items on death, just do it, you have that choice". On the surface it seems to make sense but it really has nothing to do with the idea of playing games as a shared experience. if everyone is playing backyard football it takes a bit of the experience away if only one person wants tackle and the rest want flag football. Playing monopoly would lose a bit if only one player ever paid luxury taxes and was sent to jail. the idea of these things isn't for one person to experience a "set back". The idea is that everyone shares the same experience, has the same chances for success but equally has the same chances for failure. That's the fun part, that's the reason to play a game. Other than the obvious "I'm playing football with my six year old niece so we don't want to hurt her" it tends to take the game of football away from being a game and makes it more about "just allowing the niece to feel included". Which is fine but it's not why people play games. If I play a game and there is no sting for me then that's boring. It's even more boring if I don't get the sting but someone else does. There's no sense of achievement if everything I do gets rewarded and there is no downside. Which then goes back to "people are different and therefore games should be different'. |
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12/16/12 1:48:04 PM#88
I'd like to see nutrition, hunger, and uh.. potties matter in a game. Not out of any sick perversion or anything mind you. But it'd be funny to see someone type bio, and both the player and the character have to visit the WC for a moment. Not to mention the %5 speed boost vs the -15% accuracy condition when a toon has to pee. a yo ho ho |
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12/16/12 1:51:43 PM#89
lol. |
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Kyleran
Bitter Vet™
Joined: 9/13/06
Fools find no pleasure in understanding, but delight in airing their own opinions. Pvbs 18:2, NIV |
Originally posted by nariusseldon To bastardize a famous quote, Don't ask for easier games, ask to be better gamers.
"What gamers want ... is new game play patterns different from what they've experienced before" - Axehilt |