ZooK86 Goblin Squad Member |
Trebr Goblin Squad Member |
Mbando Goblin Squad Member |
So, here are some points I pulled out of Ryan's argument that I found interesting :
1. The theme-park model is dead, or at least stagnant. So anything that works can't follow that model--someone who can get outside that box and meet a different MMO demand can be succesful.
2.a. UO took out the one thing that made it work: PVP. Ergo, open world PVP must be in, for a sandbox game to work--it's the only thing that makes the game interesting (otherwise it's just walking around, pretending you're a citizen of Golar...I mean Britannia).
2.b. Corollary: players may ask for things that are not in their own interest (like not having PvP).
2.c. PvP that isn't well thought out, i.e. UO, doesn't work very well--a totally hands off approach brings out the worst in people, incentivizing the wrong kind of behavior in a very unintuitive way.
3. EVE has a well-thought out PVP model, with secure space, unsecure space, and intermediate space. Secure space let's you get started, intermediate space allows some for conflict on the edge--great fun for those who want to be bandits, but also allowing newer participants to fight and learn, thereby prepping them for unsecure space. Unsecure space is counter intuitive--in the place with the least coded safety, player interest creates the most safety. It is at the edge of these safe/unsecure spaces that the meat of the game occurs.
Lictor Fedryn Mannorac |
So, here are some points I pulled out of Ryan's argument that I found interesting :
1. The theme-park model is dead, or at least stagnant. So anything that works can't follow that model--someone who can get outside that box and meet a different MMO demand can be succesful.
2.a. UO took out the one thing that made it work: PVP. Ergo, open world PVP must be in, for a sandbox game to work--it's the only thing that makes the game interesting (otherwise it's just walking around, pretending you're a citizen of Golar...I mean Britannia).
2.b. Corollary: players may ask for things that are not in their own interest (like not having PvP).
2.c. PvP that isn't well thought out, i.e. UO, doesn't work very well--a totally hands off approach brings out the worst in people, incentivizing the wrong kind of behavior in a very unintuitive way.
3. EVE has a well-thought out PVP model, with secure space, unsecure space, and intermediate space. Secure space let's you get started, intermediate space allows some for conflict on the edge--great fun for those who want to be bandits, but also allowing newer participants to fight and learn, thereby prepping them for unsecure space. Unsecure space is counter intuitive--in the place with the least coded safety, player interest creates the most safety. It is at the edge of these safe/unsecure spaces that the meat of the game occurs.
Yup, and anyone who has been heavily involved with UO & Eve Online holds pretty much the same view. Not only is the gameplay in theme parks stagnant, so is the roleplaying which tends to revolve around one or two cities and has little impact as you can't change the world.
sozin Goblin Squad Member |
Here's some videos!
- Cartography seminar: video of the original hand drawn shackles map, the new map for Turtleback Ferry, and the new map for Spoiler:Karzoug fight at the end of RoRL
- The RoRL mini set!
- The very packed main hall hosting PFS Society on Friday morning
Rhalellan Goblin Squad Member |
AvenaOats Goblin Squad Member |
Here's the full Themepark vs Sandbox vid:
http://www.youtube.com/watch?v=9obugyw4z3I
The latest Goblinworks Blog has the condensed Pathfinder Online Presentation
https://goblinworks.com/blog/index.html#20120718
1) A history of mmos (3mins approx.)
2) Themepark vs Sandbox (3mins approx.)
3) Pathfinder Online!
Included: audio and charts; slide-show is visible.