tag:blogger.com,1999:blog-4434548087937457144.post8372384337180925861..comments2023-05-15T04:10:00.007-07:00Comments on Symptom of a Greater Cure: A Fundamental Difference in Starting PointSara Pickellhttp://www.blogger.com/profile/04861362527256055790noreply@blogger.comBlogger2125tag:blogger.com,1999:blog-4434548087937457144.post-19493234037646415342008-12-13T05:02:00.000-07:002008-12-13T05:02:00.000-07:00I think CRPGs have changed the common definition o...I think CRPGs have changed the common definition of RPG to simply mean that it has a character advancement system. The problem as it were, is that even for the best of games, we're still having a story dictated to us, rather than our dictating the flow of the story. In tabletop, the Game Master may be in charge of the story to an extent, but it's always supposed to be a certain amount of give and take. You have to work with the characters to get things done, but by and large computers don't do that very well.<BR/><BR/>I suppose I would consider role playing to be a social thing as well. It requires investment into the communication tools, like chat, but also into animations and emotes. The more you visually present to your player, the less you can ask them to "just imagine", so not giving your players enough emotes to communicate their character's actions can be very disconcerting.Sara Pickellhttps://www.blogger.com/profile/04861362527256055790noreply@blogger.comtag:blogger.com,1999:blog-4434548087937457144.post-53226002671999170772008-12-12T09:56:00.000-07:002008-12-12T09:56:00.000-07:00Nice post, don't have a lot of time to respond...Nice post, don't have a lot of time to respond to every piece although i'd love to, just not enough room or time. For me, an ever changing world is good, we see FOA changing over time and not a static environment. This is one method yet we have to figure out a way to work bosses. Not everyone will get the chance at boss x, so that takes away content from all but power gamers. 2nd, When it comes to rewards, i hate ding, people should get out of what they put into games, but not everyone is equal in that, this is the hardest for me. To tie that in with greifers is also a hurdle, but building our mmo to reward players for good behavior over bad, allowing someone to live in pvp and gain more karma or award is one way to work it in a perma death system, yet at the same time allow for those that are bad to be really bad but they don't live long so it sorta fixes both gold farmers and griefer types at the same time. My biggest peeve of all though are those last 3 letters in MMORPG, roleplaying by far is the biggest thing lacking in all mmo's it is the singular tool that comes dead last when all mmo's are made, swg probably lead the pack at being one of the better models to allow for player content and roleplay and I did enjoy it, but I sure do miss those weekend saturday table top or d&d games w/ my friends in my younger days.Anonymousnoreply@blogger.com