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Editorial: Integration of Communities

Posted Jul 10, 2006 by Dana Massey

Editorial: Integration of Communities

Lawrence Doolen provides us a new editorial. Today's topic is the Integration of Communities. Every week we endeavor to bring you new editorial content.

Today's MMO games are losing depth with simplistic game play of having little to no regard for progressing an active in-game community. The closest experience the majority of MMORPGs offer as communities are force fed grouping options to fight over looting rights. These loot and group based gaming communities have little substance with their ultimate goal of ongoing item rewards.

Giving players a reason to develop a community has immense value and isn't difficult to develop if they're given the right tools. Acquiring group status symbols and destroying them is a sample of situations. Bases or homes that are destroyable depend on organized communities to defend or attack. This sense of value creates pride and morale for those players to want to log-in and have others visibly be envious of. Non-combatants are also involved in community by denying services to opposing players, perhaps it affects their overall faction or guilds ability to progress; or secretly aiding the enemy for selfish financial benefits. Non-combatants need combatants and combatants are dependent on their goods and services. The dependency of combat classes to social and crafter classes should be balanced where character advancement will be deterred without the other. Forcing community relations to be used for both types of player to benefit is key.

You can read more here.


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