Original Post
DayZ is basically a zombie survival MMO - it's a mod for Arma2, which adds persistent multi-player characters with perma-death and survival needs, and places them in a world populated by zombies, loot and other players.
If you've got Arma2:CO, download the mod and check it out.
What I've found interesting is how they deal with griefing in the game.
Unfortunately in online games, there's occasionally the person who'll RPG their own tanks, or crash their own choppers for teh lulz, or otherwise grief... In a perma-death game like DayZ, this is even more of an annoyance.
To deal with this, they've divided players into two classes - everyone starts as a survivor, but can become a bandit by acting like a selfish jerk, and back to just a survivor by helping others.
The end result is that the game often plays like The Road, where although teaming up with others can be powerful, it's not possible without trusting them. Groups of players who have existing social bonds can work together to survive, but most people are loners that avoid coming into contact with other players.
It also makes for some great stories - I love the amount of emotion that's generated by perma-death of the characters:
http://dayzmod.com/f...ad.php?tid=3256
http://www.dayzmod.c...ad.php?tid=3511
http://imgur.com/a/XXk0q
^N.B. in the imgur link, each of those tents and cars represents days of scavenging effort - we're talking about dozens of several-mile trips hauling parts from infested towns out into the hills (in real-time). The fact that bandits can steal your stash and take your car on a joyride is just a fact of life and incorporated into the game.
Has anyone else played it, and what's your thoughts on incorporating griefing?
If you've got Arma2:CO, download the mod and check it out.
What I've found interesting is how they deal with griefing in the game.
Unfortunately in online games, there's occasionally the person who'll RPG their own tanks, or crash their own choppers for teh lulz, or otherwise grief... In a perma-death game like DayZ, this is even more of an annoyance.
To deal with this, they've divided players into two classes - everyone starts as a survivor, but can become a bandit by acting like a selfish jerk, and back to just a survivor by helping others.
The end result is that the game often plays like The Road, where although teaming up with others can be powerful, it's not possible without trusting them. Groups of players who have existing social bonds can work together to survive, but most people are loners that avoid coming into contact with other players.
It also makes for some great stories - I love the amount of emotion that's generated by perma-death of the characters:
http://dayzmod.com/f...ad.php?tid=3256
http://www.dayzmod.c...ad.php?tid=3511
http://imgur.com/a/XXk0q
^N.B. in the imgur link, each of those tents and cars represents days of scavenging effort - we're talking about dozens of several-mile trips hauling parts from infested towns out into the hills (in real-time). The fact that bandits can steal your stash and take your car on a joyride is just a fact of life and incorporated into the game.
Has anyone else played it, and what's your thoughts on incorporating griefing?