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Trials of Ascension

Author
Ishtanchuk Fazmarai
#21 - 2013-10-21 14:40:12 UTC
Khergit Deserters wrote:
Unlimited PVP sounds good in theory. The problem is that big out-of-game groups (gamers from certain forums, etc.) will probably blob in on the first day and stomp all of the solo players. That's sort of what happened when an MMO called Xsyon started.


Every player is a min/maxer. Reward messing with others and your game will die from it once you run out of lamers willing to be messed with.

I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?

Roses are red / Violets are blue / I am an Alpha / And so it's you

Kyseth
Viziam
Amarr Empire
#22 - 2013-10-21 17:57:13 UTC
Ishtanchuk Fazmarai wrote:
[quote=Khergit Deserters]I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?


My question is.. would it even be played?

I suppose by some, though not a large group. I suppose that would make it niche? It would be interesting to see a mechanic like that added in.
Khergit Deserters
Crom's Angels
#23 - 2013-10-21 20:58:26 UTC  |  Edited by: Khergit Deserters
Kyseth wrote:
Ishtanchuk Fazmarai wrote:
[quote=Khergit Deserters]I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?


My question is.. would it even be played?

I suppose by some, though not a large group. I suppose that would make it niche? It would be interesting to see a mechanic like that added in.

I think A Tale in the Desert does something like that. The game mechanics require that players cooperate with each other to get certain things done. Apparently there's a kind of social or moral code among the players too. Wikipedia quote:

Because of the social aspect of A Tale in the Desert, players tend to react more heavily to events which break or strain social mores, even when these events are introduced by the developers rather than rogue players. Because, in the legal system, players can implement punishments or bans against others, the effect is most often caused by characters played by eGenesis [developers] staff.

I haven't played the game though, except for about hour on the noobie island in 2009 or so. Anybody ever play this game? I'm kind of tempted to give it another try.
Kyseth
Viziam
Amarr Empire
#24 - 2013-10-21 21:12:36 UTC
Khergit Deserters wrote:
Kyseth wrote:
Ishtanchuk Fazmarai wrote:
[quote=Khergit Deserters]I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?


My question is.. would it even be played?

I suppose by some, though not a large group. I suppose that would make it niche? It would be interesting to see a mechanic like that added in.

I think A Tale in the Desert does something like that. The game mechanics require that players cooperate with each other to get certain things done. Apparently there's a kind of social or moral code among the players too. Wikipedia quote:

Because of the social aspect of A Tale in the Desert, players tend to react more heavily to events which break or strain social mores, even when these events are introduced by the developers rather than rogue players. Because, in the legal system, players can implement punishments or bans against others, the effect is most often caused by characters played by eGenesis [developers] staff.

I haven't played the game though, except for about hour on the noobie island in 2009 or so. Anybody ever play this game? I'm kind of tempted to give it another try.


That's rather interesting. I think the fact that I've never heard of the game (not that I'm some sort of industry expert, mind you) still proves my point; small audience and not the "norm".

It would be cool to see this kind of mechanic in games more often though. I can only imagine how it would impact a game like EVE.
Ishtanchuk Fazmarai
#25 - 2013-10-21 21:49:00 UTC
Kyseth wrote:
Ishtanchuk Fazmarai wrote:
[quote=Khergit Deserters]I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?


My question is.. would it even be played?

I suppose by some, though not a large group. I suppose that would make it niche? It would be interesting to see a mechanic like that added in.


Well, EVE is played by about 1/1000th of all PC gamers...

The issue with being the good guy is that it's been neglected by arts for about two centuries now. The good guys are unvariably lame, cliched, unreal. If I asked 50 guys about a game that allowed them to be a hero, they would come with 50 versions of the same cliche. And they would come up with like 20 games doing exactly that.

But, who's a do-gooder? A do-gooder is not a better person. A do-gooder is someone who says, "Not HERE, not NOW, as far as I can prevent it, evil will not pass".

Then he rushes upstairs as a whole skyscrapper crashes on him. And yet we glorify the awkward mental processes that bring people into do evil on others. "Be the villain", says a certain video game. Yes, of course, abusing the weaker defines us as a species, right? Landing a bloody airplane on their towers, that should teach them to not be weak, confident, to not trust. The bloody reason why we are born human is to be evil. Roll

"Be the villain". Meh. Every last ******* can be a villain. But, who's gonna say, "not HERE, not NOW?"

Would people play a game asking them to be that person? Maybe don't. Maybe yes. But just think how different the world could be, if we found entertaining to improve the world rather than make it suck.

Roses are red / Violets are blue / I am an Alpha / And so it's you

Slade Trillgon
Brutor Force Federated
#26 - 2013-10-21 21:50:27 UTC
No mention of the game when using kickstart's search engine Ugh
Cynter DeVries
Spheroidal Projections
#27 - 2013-10-21 21:50:35 UTC
Give me Dresden Files Online.

Character: Floof
Rank: Kernel
Faction: Za-Lord's Militia, Wintery
Class: In Charge of Looking Out

"All hail the Za-Lord!"

Currency: Duh! Pizza!

Cynter's Law of feature suggestion: Thou shalt not suggest NPCs do something players could do instead.

Khergit Deserters
Crom's Angels
#28 - 2013-10-22 00:52:00 UTC  |  Edited by: Khergit Deserters
Ishtanchuk Fazmarai wrote:
Kyseth wrote:
Ishtanchuk Fazmarai wrote:
[quote=Khergit Deserters]I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?


My question is.. would it even be played?

I suppose by some, though not a large group. I suppose that would make it niche? It would be interesting to see a mechanic like that added in.


Well, EVE is played by about 1/1000th of all PC gamers...

The issue with being the good guy is that it's been neglected by arts for about two centuries now. The good guys are unvariably lame, cliched, unreal. If I asked 50 guys about a game that allowed them to be a hero, they would come with 50 versions of the same cliche. And they would come up with like 20 games doing exactly that.

But, who's a do-gooder? A do-gooder is not a better person. A do-gooder is someone who says, "Not HERE, not NOW, as far as I can prevent it, evil will not pass".

Then he rushes upstairs as a whole skyscrapper crashes on him. And yet we glorify the awkward mental processes that bring people into do evil on others. "Be the villain", says a certain video game. Yes, of course, abusing the weaker defines us as a species, right? Landing a bloody airplane on their towers, that should teach them to not be weak, confident, to not trust. The bloody reason why we are born human is to be evil. Roll

"Be the villain". Meh. Every last ******* can be a villain. But, who's gonna say, "not HERE, not NOW?"

Would people play a game asking them to be that person? Maybe don't. Maybe yes. But just think how different the world could be, if we found entertaining to improve the world rather than make it suck.

^ Cool.
I once saw a guy on TV who had been on vacation, and impulsively jumped across a chasm to grab a guy who was falling off of a cliff. (He was a French cop off-duty, by the way). Somehow he managed to grab the guy and keep both of them from falling off the face of a pretty much vertical rock. A rescue team had to lower down ropes and harnesses or something to get them to safety. The journalist asked him why he did it, and he just said, "Well, it's not something you make a decision about. You just do it instantly, because there's no other choice." If you ask that guy, he wouldn't say we're born to be evil. Smile
Ishtanchuk Fazmarai
#29 - 2013-10-22 09:15:13 UTC
Khergit Deserters wrote:
Ishtanchuk Fazmarai wrote:
Kyseth wrote:
Ishtanchuk Fazmarai wrote:
[quote=Khergit Deserters]I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?


My question is.. would it even be played?

I suppose by some, though not a large group. I suppose that would make it niche? It would be interesting to see a mechanic like that added in.


Well, EVE is played by about 1/1000th of all PC gamers...

The issue with being the good guy is that it's been neglected by arts for about two centuries now. The good guys are unvariably lame, cliched, unreal. If I asked 50 guys about a game that allowed them to be a hero, they would come with 50 versions of the same cliche. And they would come up with like 20 games doing exactly that.

But, who's a do-gooder? A do-gooder is not a better person. A do-gooder is someone who says, "Not HERE, not NOW, as far as I can prevent it, evil will not pass".

Then he rushes upstairs as a whole skyscrapper crashes on him. And yet we glorify the awkward mental processes that bring people into do evil on others. "Be the villain", says a certain video game. Yes, of course, abusing the weaker defines us as a species, right? Landing a bloody airplane on their towers, that should teach them to not be weak, confident, to not trust. The bloody reason why we are born human is to be evil. Roll

"Be the villain". Meh. Every last ******* can be a villain. But, who's gonna say, "not HERE, not NOW?"

Would people play a game asking them to be that person? Maybe don't. Maybe yes. But just think how different the world could be, if we found entertaining to improve the world rather than make it suck.

^ Cool.
I once saw a guy on TV who had been on vacation, and impulsively jumped across a chasm to grab a guy who was falling off of a cliff. (He was a French cop off-duty, by the way). Somehow he managed to grab the guy and keep both of them from falling off the face of a pretty much vertical rock. A rescue team had to lower down ropes and harnesses or something to get them to safety. The journalist asked him why he did it, and he just said, "Well, it's not something you make a decision about. You just do it instantly, because there's no other choice." If you ask that guy, he wouldn't say we're born to be evil. Smile


"Not here, not now, that man is not going to die without someone trying to save him." Not really a decission, but an attitude.

And yet we would write 300 pages about someone who plotted for his enemy to fall of a cliff "accidentally". And make video games about it.

Roses are red / Violets are blue / I am an Alpha / And so it's you

The Spod
Center for Advanced Studies
Gallente Federation
#30 - 2013-10-23 16:39:51 UTC
You can also play a dragon amongst all other things. However, leveling up the dragon only works through playerkilling other dragons. Also the massive cost and chore of opening a dragon character slot (out of a server maximum population) requires thinning the population and paying a huge gold sink.

Pretty interesting.
Bischopt
Sebiestor Tribe
Minmatar Republic
#31 - 2013-10-24 15:04:04 UTC
The kickstarter on Trials of Ascension seems to have started finally.
Khergit Deserters
Crom's Angels
#32 - 2013-10-24 15:17:35 UTC
The Spod wrote:
You can also play a dragon amongst all other things. However, leveling up the dragon only works through playerkilling other dragons. Also the massive cost and chore of opening a dragon character slot (out of a server maximum population) requires thinning the population and paying a huge gold sink.

Pretty interesting.

That's nice. I've always wanted a fantasy MMORPG where I could be one of the wandering monsters. Not necessarily a dragon, just a random ogre, troll, lycanthrope, lich or whatever would work. Make it so that you're indistinguishable from a regular NPC, and with no stronger DPS or HP. Just maybe a little smarter and more unpredictable than the AI NPCs.
Darek Castigatus
Immortalis Inc.
Shadow Cartel
#33 - 2013-10-26 19:47:26 UTC
Kyseth wrote:
Khergit Deserters wrote:
Kyseth wrote:
Ishtanchuk Fazmarai wrote:
[quote=Khergit Deserters]I wonder what would happen if a game rewarded being nice to the other players and was harsh against misbehavior. Would it have a niche? What?


My question is.. would it even be played?

I suppose by some, though not a large group. I suppose that would make it niche? It would be interesting to see a mechanic like that added in.

I think A Tale in the Desert does something like that. The game mechanics require that players cooperate with each other to get certain things done. Apparently there's a kind of social or moral code among the players too. Wikipedia quote:

Because of the social aspect of A Tale in the Desert, players tend to react more heavily to events which break or strain social mores, even when these events are introduced by the developers rather than rogue players. Because, in the legal system, players can implement punishments or bans against others, the effect is most often caused by characters played by eGenesis [developers] staff.

I haven't played the game though, except for about hour on the noobie island in 2009 or so. Anybody ever play this game? I'm kind of tempted to give it another try.


That's rather interesting. I think the fact that I've never heard of the game (not that I'm some sort of industry expert, mind you) still proves my point; small audience and not the "norm".

It would be cool to see this kind of mechanic in games more often though. I can only imagine how it would impact a game like EVE.


City of Heroes had a lot of this kind of stuff party due to its emphasis on none competitive gameplay but also due to the nature of its subject - people reasoning that if they played a superhero they should play it 'properly'.

As an example I give you the Hollows taxi service.

The climax of an early mission arc would send low level heroes to a zone called the Hollows, where many enemies around the mission entrance could be up to 5 -10 levels higher than the players and the entrance itself was a very long way away from the zone gate.

High level heroes would travel alone to the mission entrance then teleport low level groups to them, allowing them to skip the journey entirely and also being able to bring defeated heroes straight back to the fight.

Pirates - The Invisible Fist of Darwin

you're welcome

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