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Re: [MMORPG][THEORY][DESIGN] Unintended consequences of restricting speech in game



I'm confused...  you feel the most important thing is what?  It's not quite
clear from your comments.  I wouldn't want to assume anything or put words
into your mouth...


"Miss Elaine Eos" <[EMAIL PROTECTED]> wrote in message
news:[EMAIL PROTECTED]
> In article <[EMAIL PROTECTED]>,
>  [EMAIL PROTECTED] (VTES2004) wrote:
>
> > Many people will argue my following points and others will see these
> > as a beginner's observations. I am attempting to hear if there is a
> > consensus yet, in the unlikely event that there is.
> >
> > Premise A. Simple revision to what I consider "Golden Age" MMORPG
> > theory.
> > MMORPGs are not immersive. The fun *most* people experience comes from
> > the game mechanics.
>
> Agreed.  ...But immersion helps give the player a sense of "ownership",
> "belonging" and helps peopel "get into" the game.  These are important
> for both commercial success and for community building (which are
> related.)
>
>    [snip]
> > This is not to say that gameplay is the end-all-be-all when it comes
> > to design.
>
> Turns out, it is.  Game Play is EVERYTHING.  Write that down.  Read it
> often.  Make a plaque...
>
> > If you put a player in front of 2 screens
> > 1. A game where you can be a 10 ft warrior or 6 ft feline
> > 2. A game where you are a blue or red dot
> > I think we can agree (without a comprehensive study) that players will
> > be more interested in game 1.
>
> ...Not if #2 has excellent gameplay and #1 has sucky game play.  Game
> play is EVERYTHING.  Write that down.  Read it often.  Make a plaque...
>
> Trust me.
>
> > Premise B. Avatar-attachement is prevalent across the entire spectrum
> > of gamers users and satisfies a basic need for immersion.
>
> ...along with a few other things, like a [mostly] self-consistent world
> and truely fun gameplay.
>
> Have I mentioned that gameplay is EVERYTHING? ;)
>
> > No additional design is necessary for good MMORPG design.
>
> "No additional" after what?  Avatar-art?  "Dat don' make no sense!"
> Gameplay.  Write it down.  Read it often... :)
>
> > If you tell a person that they can choose between an elf, a dwarf, and
> > an ogre, then you put them in space, with a ray gun...will they whine
> > that they can't name a space opera that has ogres or will they simply
> > start shooting at each other?
>
> "Self consistent game world."  So long as you have a reason that elves &
> ogres are in space, you can make it work.  So long as you have good
> gameplay.  Never forget gameplay, it is everything.
>
> > I'm gonna get some brutal responses for B, but I'm looking for input
> > on my basic premises for MMORPG design. If I can't ask here, where?
>
> Here is fine.
>
> Gameplay.
>
> Gameplay, gameplay, gameplay.
>
> Gameplay is everything.  Do not forget.
>
> If you have good gameplay, you can sell red & blue dots on a 2-D panel,
> using the old "paddle" controllers.  If you have shitty gameplay, all
> the great art, sound effects & special effects aren't going to make it a
> game worth noticing.
>
> Gameplay is everything.  Start your design there.  End your design
> there.  Do all your design there.  Everything else will fall out of
> gameplay.
>
> --
> Please take off your shoes before arriving at my in-box.
> I will not, no matter how "good" the deal, patronise any business which
sends
> unsolicited commercial e-mail or that advertises in discussion newsgroups.





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