Original Post
What did you think it stood for. Massive Multiplayer on-line Piece of...
Alright, some of us in the Writing forum were talking about MMO again. It quickly degenerated into a mere Design conversation (kidding, sheesh.) so I''m taking it up here. So here''s the beef.
All of these problems; PKing, OOCing, Goblin Genocide, Murder Based Experience, LevelQuest, and all of the general stupidity that (IMHO) makes Graphical MMOPOS''s unbearable; all of these problems stem from the same source. SINGLE PLAYER AND MULTI-PLAYER ARE COMPLETELY DIFFERENT ANIMALS.
That''s right. When you are off to make your very own MMOPOS, be sure to throw that single-player designer''s handbook under the nearest moving train. It''ll do you no good at all. Now, you guys know me, I don''t think many people nowadays have a good SINGLE-Player handbook, and these poor sops are trying to write a MMO with single player logic.
What did you expect but a giant competetive mess? The only thing you reward is murder for chrissake!
Now, I belive there is a balance out there. A natural balance between Conflict and Roleplay, real roleplay not "Do you want this magic sword, or can I have it?" I think it''s out there. But there are a lot of obstacles to it''s inception. Patchwork solutions will fail you in MMO design. You can''t just make a rule for the sake of keeping the game together, the rule has to arise organically out of the setting and gameplay rules. This is hard.
We need Goblin. Alright, that''s what''s on my mind. Guys?
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"The unexamined life is not worth living."
-Socrates
"Question everything. Especially Landfish."
-Matt