supertouch_sl
shitlord
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those who find character creation to be a daunting task should learn how to tie their fucking shoes instead of playing an mmo.
Lithose mentioned earning respec points. Sort of like earning AA points in eq. You earn respec points to adjust how your character developed. It takes time to get your character to exactly where you want them to be, but that's a good thing.Good points. But another added thing that helps is a reset button. Early EQ1 penalized players for making poor choices in starting stats. Stat inflation eventually made those decisions unimportant, but in the early game it mattered. If there had been a redo button somewhere, then many people would not have had to abandon their toons or just suffer through it.
The redo button doesn't have to be easy and cheap. I prefer something that takes effort in the form of faction, or hard to obtain items, to allow access to a redo/reset. But it needs to be there for all the reasons you stated. And not just for stats. Ability paths and most other choices that can have dire consequences to a character, needs a way out. This gives players a chance to play the game and know that they can fix their mistakes (with enough effort) if they make the wrong choices.
Given that knowledge, most players will not freeze at every decision fork, afraid to do anything at all.
Because Vanilla WoW really let people know that by picking a paladin they were going to be expected to heal the main tank and be a blessing bot if they decided to raid. Sure there were exceptions but they were definitely not the rule. It took a long time and a few expansions for some classes to live up to the skills trees they had been given at launch. None of that can be accurately conveyed with a 10 second tutorial.those who find character creation to be a daunting task should learn how to tie their fucking shoes instead of playing an mmo.
That is a long diatribe for saying that creating conflict or decision processes forms social bonds. First of all, you can't use real life examples like you did because when you have actual human contact you're already 100 steps ahead of anything you can do in the game. You're no long anonymous.No one is interacting with you because the game gives them no rational reason to. You inadvertently say it in your post. When you make the task in your game as simple as getting a cup of coffee, there is no reason to exchange information and form a bond. (Though you'd be surprised how many bonds you form at say, the bus stop or coffee line. If you get coffee every day, you might not know your vendor's name BUT if he was missing you'd ask "where is the X guy/girl?" where X would be a defining feature. Why would you ask this? Because your brain does jumps at broken patterns and attempts to rationalize them. That rationalization is an important aspect of growing bonds.)
Anyway. This is why there has to be a large breadth in the dynamic possibilities of your game. There also has to be large gulfs effectiveness--but not so much that it turns new players off. What does that mean? It means you have certain areas of your game that are there specifically for higher skilled or more knowledgeable players. These areas of your game should beattractive to everyone, but only really accessible to a fewAT FIRST. You accomplish this by setting it OUTSIDE the normal defined set of skills you've expected up until then.
In other words, you break the pattern--this forces people to attempt to evaluate new variables which they can use to create a new product out condition (A new lever). Some players will figure it out on their own, some will be forced to supplement their own problem solving with social learning. Which is why you have the reward be evident to others, whether that be the person slaying the unique monster in town (To be seen) or that he gets a bad ass weapon. You create a ritual, with the stronger player at the center and the others enjoined to him over the need to learn from him to repeat the process. (And just an FYI this is NOT the only type of ritual.)
To give an example. In your work, if everyone hates your printer...But you go up and magically make it work every time. Guess who becomes popular when everyone needs the printer working? You do. This dynamic information sharing based off of specialized knowledge is a key element in social interaction. And no, you're not going to inspire sharing through the collection of bare ass--you inspire sharing through breaking the normal dynamic by making your reward LESS accessible without social interaction (At least to the masses). The most extreme end of this is forced grouping, but there are far subtler ways it can be done that don't require throwing out all the time saving mechanisms in modern games. (The problem is the advent of those mechanisms has seen the completely obliteration of social formation--there IS a middle ground that was completely passed up.)
Writing it off as your game has to be collecting bear asses, is part of the problem of not designing with the expectation that social interaction will ever occur. And once more, all that leads to is highlighting the fact that you're playing a shitty version of a single player game, where instead of slaying the ultimate bad guy of doom--you're collecting bear asses and then bigger bear asses. And that's the problem. Games are NOT being designed with elements that make it rational to communicate.
I'm not sure what you're talking about. Perhaps you reiterate your thought process in words.This post is so misguided I don't even know where to start. You.............played EQ right?
First, that's not the only thing that forms social bonds. There are various rituals which can do it, yes conflict or cooperative events are usually at the center but the bond formation can happen at any point around them (Even if the original problem was not a facet of their social bond but simply a catalyst for their meeting.). It's not as simple and obtuse as "make problem=instant friends!"First of all, you can't use real life examples like you did because when you have actual human contact you're already 100 steps ahead of anything you can do in the game. You're no long anonymous.
You're not forcing people to talk. You are making it rational for them to do so. That's the problem, if you can't be subtle and precise, you'll fall into the trap a lot of game developers do where they force their designs too far in one direction. There is no reason instances, soloing and bear ass collection (Quest leveling) can't exist in a game with community dungeons, group content and grinding. None. Except this fetish to push a "good thing" too far at the expense of design elements that were subtler in nature.Second, I don't know what kind of gameplay you think you're going to create that forces you to talk to other people if you don't want to. Unless you're creating ingame VOIP and forcing it on players; players are just going to play the game or react with minimal directions.
Give me a game element that will make people more social? You're using the very basic game elements of collecting bear asses, when you're ignoring people calling zone chats for event spawns and other chatter you see in other parts of the game. Until you tell me how to design your game (and don't say designing it around camping a mob because that's retarded) you're just saying a lot of fancy words.
People consider that a bad part of EQ... Being a wizard I never experienced being on the other side of things but I know I had people friend me just incase they needed a port in the future. I enjoyed trading/making plat off those ports.WTB port to Great Divided 50pp
Both of those things can be true, and yet what I'm saying can also be true. If your future post is just going to attempt to take my position to extremes in order to show that it fails on some level, then there is no need to respond. Yes, if you look at any extreme it's going to be bad (Whether you try to emulate real life too much or don't attempt it at all because you believe you can't translate enough sensory input from RL)....Again, my entire post screams subtleties, melting it down to extremes is going to miss the point.Lithose that post was very long, and I'll reply to it tomorrow when I have more energy. Too much philosophical stuff in there. Suffice it to say, there is no substitution to being able to see, hear and touch another human that you can input into a game. There is also a line as to how far people actually want to emulate real life.
And yet I've watched people have little melt downs over getting hacked in some games. So, obviously you can. (Sorry to chop, I just wanted to respond to this point directly...It seems so absurd coming on a board where people were brought together 10 years ago by their avatar in a game.)...But on that note, no, you can't "force" this. If you have to 'force" anything, you're doing it wrong. You CAN make people addicted to their avatar--that's pretty obvious. And that should absolutely be the goal.You can't make a game where people are forced to care
about being their avatar.
Lithose already touched on it, but here we are, on rerolled, and someone is trying to convince us that people can't possibly be expected to give a shit when it comes to MMO's.Buying a game for 50 bucks or making it F2P or whatever, no one is going to give a shit on any scale to make your game a success.
and yet that is exactly what EQ achieved over 10 years ago: making people care about the characters they created. i can tell you literally over a thousand different memories i have from playing EQ with my character, i can still name just about every item i had equipped, i can tell you the names of almost every guild mate and friend i had in that game even after a decade of not playing it. if that isn't creating a social environment and emulating real life then i don't know what is.Lithose that post was very long, and I'll reply to it tomorrow when I have more energy. Too much philosophical stuff in there. Suffice it to say, there is no substitution to being able to see, hear and touch another human that you can input into a game. There is also a line as to how far people actually want to emulate real life.
Again, you're talking a lot of abstract perfect world type of shit that when real life gaming gets a hold of it, it fails. You can't make a game where people are forced to care about being their avatar. Buying a game for 50 bucks or making it F2P or whatever, no one is going to give a shit on any scale to make your game a success. You're living in dream time until you can start making holodecks or some sort of Otherland type of shit.
No, what you remember is isolating yourself from the server. Your playstyle didn't extend to everyone else.Community argument in it's varied forms and what to 'do about it' comes up more often then pictures of Jaits mom on /r/gonewildbbw.
What killed the 'community' of a game like EverQuest was simple and started happening long before WoW hit the shelves. Raiding became prominent which lead to guilds becoming more and more exclusive and introverted. Shit, as guilds got bigger cliques would form within the guilds. Fucking guild inception. And then these guilds start to fall apart as time goes on and most of the people only raid log.
First off the community most of you remember, 85% of the people who played EQ didn't participate in.
I'd go on by my kid just woke up. Long story short, you need to really think hard about essentially whether you want to break the guild structure up and why having no guilds would be superior for player retention.