
![]() |
Warning! Wall of text can hit you for 560 words of damage!:
Alpha is near. Forums are even more lively than usual with influx of the people who want to play but not followed these boards for last two years. Some of our discussions became recurring debate based on assumptions which are wrong in my PoV. I may be wrong too. So here are some of my points fairly obvious, but with some less obvious consequences. If I put something wrong please correct me.
1. PFO is not a game. It is (as most of modern MMOs) virtual environment where we can do things via our virtual characters. Sandboxes have more tools to play with, themeparks have more pregenerated content. Even in hardcore sandbox you can gather 32 people and play with them chess instead of raids. You can play spy games and run scams with other people. You can move around and enjoy your sights. Whatever. Devs provide us with tools to interact with the world and each other. Anyone can play their own game. Only limiting – or enhancing – factor are other players who are playing their games – if your games contradict or support each other.
2. You can log out of PFO any time you want. This leads to ease of doing many things and getting away with that – literally. Most MMOs have various tools to nudge players into “proper gameplay”, but nobody can order you to play this way or that way. You can just leave and be done for a while or forever.
3. You can't play 24/7. You must eat, sleep, live your RL. At least you need to make money to pay for this game :D So there are times when you cannot affect what happens in this virtual world. Many meta-game PvP tactics revolved around this fact, from night attacks on your in-game assets to impersonating you in local chat when you're not here. Again, there are usually some built-in safety measures to alleviate said problem, but this problem is undeniable reality of MMO. Offense is easy to organize, defense is a hard thing.
4. You can't be ultimate winner in MMO and enjoy it. Oh yes, you can, but that means end of this MMO for you. Game over. Losers are leaving the game winners must wait for new batch of players whom they can overpower or must move themselves to the next game to win. When I've played Darkfall last fall I had clinging feeling that some people won this game already and moved on because there is nothing to do for them. Lots of efforts of devs, tons of interesting mechanics – and only several serious guilds left on the whole US server. Rare gank squads and solo gankers roaming countryside, rare gatherers, bots aplenty, some guilds still fighting each others – but no bustling activity as in EVE.
5. GW is the team of experienced game developers. When they implement something or don't implement that means 99% of the time they know what effect on the game this will have. So if they read your proposal and ignore it – they have their reasons. Don't bother them again, again and again, please. I'm guilty myself in laying out on IdeaScale one of my old ideas already proposed on PFO forums. I will not repeat it again I swear! :)
Maybe there are other points I've missed or I got something wrong – please post your thoughts too.
1. PFO is not a game. It is (as most of modern MMOs) virtual environment where we can do things via our virtual characters. Sandboxes have more tools to play with, themeparks have more pregenerated content. Even in hardcore sandbox you can gather 32 people and play with them chess instead of raids. You can play spy games and run scams with other people. You can move around and enjoy your sights. Whatever. Devs provide us with tools to interact with the world and each other. Anyone can play their own game. Only limiting – or enhancing – factor are other players who are playing their games – if your games contradict or support each other.
2. You can log out of PFO any time you want. This leads to ease of doing many things and getting away with that – literally. Most MMOs have various tools to nudge players into “proper gameplay”, but nobody can order you to play this way or that way. You can just leave and be done for a while or forever.
3. You can't play 24/7. You must eat, sleep, live your RL. At least you need to make money to pay for this game :D So there are times when you cannot affect what happens in this virtual world. Many meta-game PvP tactics revolved around this fact, from night attacks on your in-game assets to impersonating you in local chat when you're not here. Again, there are usually some built-in safety measures to alleviate said problem, but this problem is undeniable reality of MMO. Offense is easy to organize, defense is a hard thing.
4. You can't be ultimate winner in MMO and enjoy it. Oh yes, you can, but that means end of this MMO for you. Game over. Losers are leaving the game winners must wait for new batch of players whom they can overpower or must move themselves to the next game to win. When I've played Darkfall last fall I had clinging feeling that some people won this game already and moved on because there is nothing to do for them. Lots of efforts of devs, tons of interesting mechanics – and only several serious guilds left on the whole US server. Rare gank squads and solo gankers roaming countryside, rare gatherers, bots aplenty, some guilds still fighting each others – but no bustling activity as in EVE.
5. GW is the team of experienced game developers. When they implement something or don't implement that means 99% of the time they know what effect on the game this will have. So if they read your proposal and ignore it – they have their reasons. Don't bother them again, again and again, please. I'm guilty myself in laying out on IdeaScale one of my old ideas already proposed on PFO forums. I will not repeat it again I swear! :)
Maybe there are other points I've missed or I got something wrong – please post your thoughts too.