Re: Turbine pondering to sell gold/items
- From: Gerry Quinn <gerryq@xxxxxxxxx>
- Date: Fri, 1 Jun 2007 15:13:38 +0100
In article <0eD7i.1169$n25.159@xxxxxxxxxxxx>, anonymityisavirtue@
1111011010011.com says...
Gerry Quinn wrote:
What a lot of people are missing is that the situation is no different
from other CRPGs such as roguelikes or single-player CRPGs. Or
Solitaire. We choose to put ourselves throgh artificial dificulties,
so that we will appreciate our artificial rewards. If indeed this is a
flaw, it's in human psychology, not in MMORPGs, which are simply
designed to cater for this psychological phenomenon.
You wouldn't play Solitaire very long if you had to chop down trees for
10 hours, grind them up, and then spend 36 hours carefully tending the
pulp vats, adding in bleaching and strengthening chemicals, dumping the
whole lot out, drying it off, and cutting it out to see what card you
got and if you can play it.
I wouldn't play WoW too long if it was like that either. There *is*
some stuff in WoW that is like that, but guess what - you don't have to
do it. If some people like it, good for them - there are solitaires
that require eight packs and come out about one time in a million too,
and some people play them.
I think the real argument is the *scale* of difficulties presented, and
how the players perceive them. If they see it as an uphill struggle, but
nothing insurmountable, it may be initially appealing, until they
realize they can do it, but it requires large amounts of time. Some
people like that long journey, and will play on regardless of what they
actually get in the end. Others want their rewards in a more abrupt
timeframe, and if in-game currency is the stumbling block, they will
seek out RMT services.
The goal, then, is to provide some kind of variable difficulty gameplay,
to placate those looking for apparently-impossible tasks, while making
sure that newbies aren't overwhelmed, that everyone can play at their
own pace, and that a system of intermittent rewards are available so
that players always have tangible proof of their efforts, even if it's
just a tiny fragment of the whole reward.
Indeed, and the modern MMORPGs are homing in on it.
- Gerry Quinn
.
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