I'm a little confused. Who's demanding that? From what I've read, it seems that there's a consensus on variety, room for all.
It is a common misconception that happens to people who have been receiving special treatment for simply who they are or what they like.
When someone demands everyone else gets the same treatment, they act is if you are trying to exterminate them even though you are asking for nothing than everyone's play style to be treated as equal, which is something very fair.
Raiders have often in many big mmorpgs been treated as special by devs giving them not only special titles and cosmetics, but also superior power rewards nobody else can get unless they do said content, power rewards that affect other forms of content than just raiding, hence the developers treating that style of play as superior and treating everything else as inferior and an afterthought or a stepping stone to that "elite" type of play. (And as you can imagine a person with self esteem issues which gamers are known to often have, will latch onto the design where devs treat them as special and give them special rewards because it is an external source of self worth for them. But that is a different and far bigger subject)
As I ve explained the ideal solution would be one where all styles of play are treated equally, in the same game.(People have argued that each game should cater to one thing which is an understandable idea, but as someone who does a bit of everything, I really dont like playing 4x games with 4x the grind simply because I enjoy different types of content)
But the problem for certain people is that if everyone is treated the same way, they no longer get to feel special, hence in reality, they demand and want to receive special treatment and thus anyone demanding fairness and equality is a threat to them.
Hence why the extremely simple and basic idea that "everyone should be able to grind to max power level through the content of their choosing and enough time" is so scary to them.
They dont want everyone to be treated equally because they crave being treated as special by an outside source aka the devs.
What bothers me the most when talking RPG's, it can be MMO or otherwise. There seems to be such an emphasis around the gear. Everything seems to be centered around the gear, gear, gear.
Imagine the Fellowship of the Ring if all they cared about was the gear they were going to personally collect along the way.
A payday is a powerful carrot but I don't know if its helping in the design of a good game.
It's all about simulating growth and power. It has traditionally, going all the way back to D&D, been done with a mix of personal stat increases and gear: level up and add more strength, find and use a +2 magic sword, etc.
Books and movies have the luxury of being able to do whatever the author wants and emphasize courage, learning, intelligence, etc., without needing to do the math-based growth simulation through levels and gear that games have to rely on.
It can be done well or badly, subtly or extreme, but it needs to be done that way.
I agree, but can game makers start getting more imaginative on the ways they do it?
Just like any other product if it stays the same it usually goes stale, unless it is something that you cant do without.
I think "the hitch" is, "Will it sell?" Or more specifically, "Will we make billions?"
Gamers are pretty well divided between "Give me something new" and "I like the old." Lots of others "Just want a fun game."
I certainly don't envy game makers today
A lot of the time, people don't know what they want. Even if they think they do.
And the other times they want the wrong thing.
And sometimes what people want is actually detrimental to the overall game play for not only them, but everyone else, even if they don't realize or accept it.
This went right over my head.
Constantine, The Console Poster
"One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
What bothers me the most when talking RPG's, it can be MMO or otherwise. There seems to be such an emphasis around the gear. Everything seems to be centered around the gear, gear, gear.
Imagine the Fellowship of the Ring if all they cared about was the gear they were going to personally collect along the way.
A payday is a powerful carrot but I don't know if its helping in the design of a good game.
It's all about simulating growth and power. It has traditionally, going all the way back to D&D, been done with a mix of personal stat increases and gear: level up and add more strength, find and use a +2 magic sword, etc.
Books and movies have the luxury of being able to do whatever the author wants and emphasize courage, learning, intelligence, etc., without needing to do the math-based growth simulation through levels and gear that games have to rely on.
It can be done well or badly, subtly or extreme, but it needs to be done that way.
I agree, but can game makers start getting more imaginative on the ways they do it?
Just like any other product if it stays the same it usually goes stale, unless it is something that you cant do without.
I think "the hitch" is, "Will it sell?" Or more specifically, "Will we make billions?"
Gamers are pretty well divided between "Give me something new" and "I like the old." Lots of others "Just want a fun game."
I certainly don't envy game makers today
A lot of the time, people don't know what they want. Even if they think they do.
And the other times they want the wrong thing.
And sometimes what people want is actually detrimental to the overall game play for not only them, but everyone else, even if they don't realize or accept it.
I'm a little confused. Who's demanding that? From what I've read, it seems that there's a consensus on variety, room for all.
It is a common misconception that happens to people who have been receiving special treatment for simply who they are or what they like.
When someone demands everyone else gets the same treatment, they act is if you are trying to exterminate them even though you are asking for nothing than everyone's play style to be treated as equal, which is something very fair.
Raiders have often in many big mmorpgs been treated as special by devs giving them not only special titles and cosmetics, but also superior power rewards nobody else can get unless they do said content, power rewards that affect other forms of content than just raiding, hence the developers treating that style of play as superior and treating everything else as inferior and an afterthought or a stepping stone to that "elite" type of play. (And as you can imagine a person with self esteem issues which gamers are known to often have, will latch onto the design where devs treat them as special and give them special rewards because it is an external source of self worth for them. But that is a different and far bigger subject)
As I ve explained the ideal solution would be one where all styles of play are treated equally, in the same game.(People have argued that each game should cater to one thing which is an understandable idea, but as someone who does a bit of everything, I really dont like playing 4x games with 4x the grind simply because I enjoy different types of content)
But the problem for certain people is that if everyone is treated the same way, they no longer get to feel special, hence in reality, they demand and want to receive special treatment and thus anyone demanding fairness and equality is a threat to them.
Hence why the extremely simple and basic idea that "everyone should be able to grind to max power level through the content of their choosing and enough time" is so scary to them.
They dont want everyone to be treated equally because they crave being treated as special by an outside source aka the devs.
If a game is designed primarily for raiding you should expect to raid. Just because in the past certain activities were lumped together doesnt mean it needs to stay that way forever.
if you love raiding or pvp these casual games arent going to cut it for you. In eso there is 1 raid per year. I have no idea how they maintain a raiding community. Perhaps they dont. Similarly pvp is even less supported. I imagine their next game (should there be one) will have less of both since its 99% of their troubles.
that games core audience is casual pve players who like stories, overland and various dungeons. Everything you want is literally in that game right now.
i get the feeling you want to change the other games that arent designed like eso rather than just play eso.
What bothers me the most when talking RPG's, it can be MMO or otherwise. There seems to be such an emphasis around the gear. Everything seems to be centered around the gear, gear, gear.
Imagine the Fellowship of the Ring if all they cared about was the gear they were going to personally collect along the way.
A payday is a powerful carrot but I don't know if its helping in the design of a good game.
It's all about simulating growth and power. It has traditionally, going all the way back to D&D, been done with a mix of personal stat increases and gear: level up and add more strength, find and use a +2 magic sword, etc.
Books and movies have the luxury of being able to do whatever the author wants and emphasize courage, learning, intelligence, etc., without needing to do the math-based growth simulation through levels and gear that games have to rely on.
It can be done well or badly, subtly or extreme, but it needs to be done that way.
I agree, but can game makers start getting more imaginative on the ways they do it?
Just like any other product if it stays the same it usually goes stale, unless it is something that you cant do without.
I think "the hitch" is, "Will it sell?" Or more specifically, "Will we make billions?"
Gamers are pretty well divided between "Give me something new" and "I like the old." Lots of others "Just want a fun game."
I certainly don't envy game makers today
A lot of the time, people don't know what they want. Even if they think they do.
And the other times they want the wrong thing.
And sometimes what people want is actually detrimental to the overall game play for not only them, but everyone else, even if they don't realize or accept it.
This went right over my head.
Really? I recall playing earlier more group centric MMORPGS like DAOC and wishing the gameplay would be more solo centric without the crushing grind from level 45 to 50.
Later on I played free shards of DAOC which altered those original conditions and while it improved the experience in some regards there were consequences which lead to a lack of longevity for every shard I've played on.
As time went on most every MMORPG I played changed, incorporating more and more solo centric game play, which has been good in some regards, one rarely has to wait and can always keep playing.
But that's also the big negative, by never having to wait and relentlessly playing it's more challenging to develop real social interactions with other players, especially within the game itself.
We have people lining up to join our advertised casual friendly guild for people who are tired of chasing fire trucks (playing the game at a min / max pace).
More surprising is how many have played for a very long time, years even yet have never connected with other players or done any group content before joining up with us.
Just seems to me something has been lost in the design somewhere which was caused by giving players what they asked for, pluses and minuses to every design decision for sure.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
I meant it was so wise that I felt dumb but thanks for the explanation
Constantine, The Console Poster
"One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
And sometimes what people want is actually detrimental to the overall game play for not only them, but everyone else, even if they don't realize or accept it.
This went right over my head.
Example in the context of this thread: putting more focus on solo content and progression, which could harm group content, either due to design incompatibilities (i.e. balancing, tuning content for solo gameplay) or allocating resources for developing solo content.
Wow, you said that so much more succinctly.... Thanks.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
And sometimes what people want is actually detrimental to the overall game play for not only them, but everyone else, even if they don't realize or accept it.
This went right over my head.
Example in the context of this thread: putting more focus on solo content and progression, which could harm group content, either due to design incompatibilities (i.e. balancing, tuning content for solo gameplay) or allocating resources for developing solo content.
Wow, you said that so much more succinctly.... Thanks.
Oh now you feel dumb too?
Constantine, The Console Poster
"One of the most difficult tasks men can perform, however much others may despise it, is the invention of good games and it cannot be done by men out of touch with their instinctive selves." - Carl Jung
What bothers me the most when talking RPG's, it can be MMO or otherwise. There seems to be such an emphasis around the gear. Everything seems to be centered around the gear, gear, gear.
Imagine the Fellowship of the Ring if all they cared about was the gear they were going to personally collect along the way.
A payday is a powerful carrot but I don't know if its helping in the design of a good game.
It's all about simulating growth and power. It has traditionally, going all the way back to D&D, been done with a mix of personal stat increases and gear: level up and add more strength, find and use a +2 magic sword, etc.
Books and movies have the luxury of being able to do whatever the author wants and emphasize courage, learning, intelligence, etc., without needing to do the math-based growth simulation through levels and gear that games have to rely on.
It can be done well or badly, subtly or extreme, but it needs to be done that way.
I agree, but can game makers start getting more imaginative on the ways they do it?
Just like any other product if it stays the same it usually goes stale, unless it is something that you cant do without.
I think "the hitch" is, "Will it sell?" Or more specifically, "Will we make billions?"
Gamers are pretty well divided between "Give me something new" and "I like the old." Lots of others "Just want a fun game."
I certainly don't envy game makers today
A lot of the time, people don't know what they want. Even if they think they do.
And the other times they want the wrong thing.
And sometimes what people want is actually detrimental to the overall game play for not only them, but everyone else, even if they don't realize or accept it.
This went right over my head.
Really? I recall playing earlier more group centric MMORPGS like DAOC and wishing the gameplay would be more solo centric without the crushing grind from level 45 to 50.
Later on I played free shards of DAOC which altered those original conditions and while it improved the experience in some regards there were consequences which lead to a lack of longevity for every shard I've played on.
As time went on most every MMORPG I played changed, incorporating more and more solo centric game play, which has been good in some regards, one rarely has to wait and can always keep playing.
But that's also the big negative, by never having to wait and relentlessly playing it's more challenging to develop real social interactions with other players, especially within the game itself.
We have people lining up to join our advertised casual friendly guild for people who are tired of chasing fire trucks (playing the game at a min / max pace).
More surprising is how many have played for a very long time, years even yet have never connected with other players or done any group content before joining up with us.
Just seems to me something has been lost in the design somewhere which was caused by giving players what they asked for, pluses and minuses to every design decision for sure.
To be fair, everybody's just winging it, trying to keep the plane flying.
Casuals and there solo attitudes has done unrepairable damage to the MMO genre ..
Casuals aren't the ones that adapted MMORPGs to suit solo play. That was done by those that provide them, and is where the blame belongs if anywhere.
Those that chose to solo before that did so without any accommodation and thus damaged nothing.
Someone has no idea how we got where we are
That would be the one believing those with no direct control over MMORPGs are the ones responsible for the state of them.
So you are saying that Devs have not changed there approach on how content is delivered to its consumer ..
History will disagree with as well as common sense ..
All of the MMOs that defined the genre had the VAst majority of there content made for groups ..
UO, AC AO , DAOC Wow , EQ , EQ2 .. . All were primarily built for groups .. it was not until after EQ2 launch and Wow , that you began to see the cries for solo content in MMOs..
And as devs at that point beginning with Wow began to track player data thru there games that they began to cater to the Solo experience ..
After the all games began to develop content and spend more resources on Solo content because of the community outcries for SOlo content and the data trackers in game ..
So yes "those with no direct control over MMORPGs are the ones responsible for the state of them."
IS exactly correct .. They do however control it thru there actions and how they spend there money .. common sense stuff here and just regular business..
But this is just smart business as at the same time the big money began to pay attention and jump into the MMO game and of course they all want to develop for and capture as much of the Solo demographic as they do the group/ raid community ..
The devs that provide the product were creating for a community that was screaming out for solo content and still do to this day, effecting the development of every game..
Never let facts and history get in the way of your perceived truth ...
Thats how we got where we are ..
So, players cried for solo content and that in and of itself did nothing. It took companies entering into the market and providing solo content for that change to happen and then continue. Those companies are responsible for the change.
That's how we got where we are.
If not for them the weeping of the players would have amounted to nothing. Sure, they flooded to it when offered, but if it had not been they would have remained where they were, dealing with the group nature of play with no accommodation for soloing.
Casuals and there solo attitudes has done unrepairable damage to the MMO genre ..
Casuals aren't the ones that adapted MMORPGs to suit solo play. That was done by those that provide them, and is where the blame belongs if anywhere.
Those that chose to solo before that did so without any accommodation and thus damaged nothing.
Someone has no idea how we got where we are
That would be the one believing those with no direct control over MMORPGs are the ones responsible for the state of them.
So you are saying that Devs have not changed there approach on how content is delivered to its consumer ..
History will disagree with as well as common sense ..
All of the MMOs that defined the genre had the VAst majority of there content made for groups ..
UO, AC AO , DAOC Wow , EQ , EQ2 .. . All were primarily built for groups .. it was not until after EQ2 launch and Wow , that you began to see the cries for solo content in MMOs..
And as devs at that point beginning with Wow began to track player data thru there games that they began to cater to the Solo experience ..
After the all games began to develop content and spend more resources on Solo content because of the community outcries for SOlo content and the data trackers in game ..
So yes "those with no direct control over MMORPGs are the ones responsible for the state of them."
IS exactly correct .. They do however control it thru there actions and how they spend there money .. common sense stuff here and just regular business..
But this is just smart business as at the same time the big money began to pay attention and jump into the MMO game and of course they all want to develop for and capture as much of the Solo demographic as they do the group/ raid community ..
The devs that provide the product were creating for a community that was screaming out for solo content and still do to this day, effecting the development of every game..
Never let facts and history get in the way of your perceived truth ...
Thats how we got where we are ..
So, players cried for solo content and that in and of itself did nothing. It took companies entering into the market and providing solo content for that change to happen and then continue. Those companies are responsible for the change.
That's how we got where we are.
If not for them the weeping of the players would have amounted to nothing. Sure, they flooded to it when offered, but if it had not been they would have remained where they were, dealing with the group nature of play with no accommodation for soloing.
The fact that you do not grasp consumer demands and the money is really funny ...
So when the consumers are demanding change in your product and the data provided by your own systems back it up , do you think it was optional to not provide the product change .. It was NOT optional for any Dev that desired success , you act like they turned to Solo content development on a whim , just woke up and said " let's dump resources to Solo content"
IT WAS NOT OPTIONAL THE MARKET,DEMOGRAPHIC AND DATA DEMANDED CHANGE IN DEV CYCLE MOVED BY THE CONSUMER ..
The weak goalpost moving transparent semantic stance of the The Dev did it " is how we got here " is empty of logic and common sense .
And altho I am moving on from my investment in ATVI after 16 years with MSFT buying me out , I still own an awful lot of stock in near every Dev house , I have seen the data, I've read the minutes on some of these discussions over the years I'm not guessing on the direction of development in some cases .For these publicly owned Corp. There bottom line is to follow the data and trends the consumer and market set ..
Whether players wish to acknowledge it or not, game development has always been about making more money.
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Whether players wish to acknowledge it or not, game development has always been about making more money.
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
It takes something special to make a blockbuster though.
Either your first or there is something special that shines out above the crowd.
Whether players wish to acknowledge it or not, game development has always been about making more money.
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
It takes something special to make a blockbuster though.
Either your first or there is something special that shines out above the crowd.
Whether players wish to acknowledge it or not, game development has always been about making more money.
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
It takes something special to make a blockbuster though.
Either your first or there is something special that shines out above the crowd.
Whether players wish to acknowledge it or not, game development has always been about making more money.
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
It takes something special to make a blockbuster though.
Either your first or there is something special that shines out above the crowd.
Imho
How about really big spaceships for the shine?
He’s doing something right.
What that right is, is up for debate
Well at the very least he's keeping 700 plus people gainfully employed.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Whether players wish to acknowledge it or not, game development has always been about making more money.
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
Yeah, but cryptos are going to bring a lot of unhealthy activity, too. Cheating, hacks, GM favoritism, "pump and dumps", you name it, it's going to have plenty of incentive to do.
And that's not good.
Then there's going to be game design choices based on NFTs rather than making a great game.
This is going to end badly. The only question is, how long it takes and how much cover-up happens.
Whether players wish to acknowledge it or not, game development has always been about making more money.
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
and... The grass is always greener on the other side of the fence. And "pleasing" players is similar to herding cats!
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse. - FARGIN_WAR
Comments
"Be water my friend" - Bruce Lee
if you love raiding or pvp these casual games arent going to cut it for you. In eso there is 1 raid per year. I have no idea how they maintain a raiding community. Perhaps they dont. Similarly pvp is even less supported. I imagine their next game (should there be one) will have less of both since its 99% of their troubles.
that games core audience is casual pve players who like stories, overland and various dungeons. Everything you want is literally in that game right now.
i get the feeling you want to change the other games that arent designed like eso rather than just play eso.
Later on I played free shards of DAOC which altered those original conditions and while it improved the experience in some regards there were consequences which lead to a lack of longevity for every shard I've played on.
As time went on most every MMORPG I played changed, incorporating more and more solo centric game play, which has been good in some regards, one rarely has to wait and can always keep playing.
But that's also the big negative, by never having to wait and relentlessly playing it's more challenging to develop real social interactions with other players, especially within the game itself.
We have people lining up to join our advertised casual friendly guild for people who are tired of chasing fire trucks (playing the game at a min / max pace).
More surprising is how many have played for a very long time, years even yet have never connected with other players or done any group content before joining up with us.
Just seems to me something has been lost in the design somewhere which was caused by giving players what they asked for, pluses and minuses to every design decision for sure.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
You can see when the panic sets in
"Be water my friend" - Bruce Lee
So, players cried for solo content and that in and of itself did nothing. It took companies entering into the market and providing solo content for that change to happen and then continue. Those companies are responsible for the change.
That's how we got where we are.
If not for them the weeping of the players would have amounted to nothing. Sure, they flooded to it when offered, but if it had not been they would have remained where they were, dealing with the group nature of play with no accommodation for soloing.
So when the consumers are demanding change in your product and the data provided by your own systems back it up , do you think it was optional to not provide the product change .. It was NOT optional for any Dev that desired success , you act like they turned to Solo content development on a whim , just woke up and said " let's dump resources to Solo content"
IT WAS NOT OPTIONAL THE MARKET,DEMOGRAPHIC AND DATA DEMANDED CHANGE IN DEV CYCLE MOVED BY THE CONSUMER ..
The weak goalpost moving transparent semantic stance of the The Dev did it " is how we got here " is empty of logic and common sense .
And altho I am moving on from my investment in ATVI after 16 years with MSFT buying me out , I still own an awful lot of stock in near every Dev house , I have seen the data, I've read the minutes on some of these discussions over the years I'm not guessing on the direction of development in some cases .For these publicly owned Corp. There bottom line is to follow the data and trends the consumer and market set ..
While it may started out as more of a labor of love, these days the bigger players are building games with designs which are the most profitable in the shortest amount of time.
It's not without good reason almost all of them are "considering" NFTs and crypto gaming, "there's gold in them thar hills."
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Either your first or there is something special that shines out above the crowd.
Imho
"Be water my friend" - Bruce Lee
What that right is, is up for debate
"Be water my friend" - Bruce Lee
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Cheating, hacks, GM favoritism, "pump and dumps", you name it, it's going to have plenty of incentive to do.
And that's not good.
Then there's going to be game design choices based on NFTs rather than making a great game.
This is going to end badly. The only question is, how long it takes and how much cover-up happens.
Once upon a time....
- Al
Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.- FARGIN_WAR