My responce to a post at Tobolds blog, which pretty much qualifies as a post itself:
Well, exactly, why play for gear and all that when the servers will shut down one day? I'm always scratching my head over that one.
See, with a game that ends, it makes sense. It's like climbing a mountain. Once you've done it, you can say you've done it. It's a life accomplishment.
But you guys who want a game that never ends - your mountain never ends!!! You never accomplish anything except progress up a mounain that doesn't stop. It's like that guy in hell who pushes a boulder up a hill and always just before he gets to the top, it rolls down again.
I don't know why your into the whole 'endless' thing? And why your into end game, instead of the game ending?
Philosophy in life. Philosophy in life spent gaming. Table top RPGs, mmorpgs, video games, and more.
Showing posts with label persistance. Show all posts
Showing posts with label persistance. Show all posts
Sunday, November 22, 2009
Saturday, November 21, 2009
mmorpgs, persistant changes - can they be done to some degree?
You used to see a dragons head above the stormwind gates, sometimes. And even that was a bit cheesy, since...well, you kept seeing her head there. And now you don't even see, in any mmorpg, this sort of stuff.
Is it really that hard to compromise the idea of a persistant change with ongoing content?
For example, say you had it that a new bad ass dragon shows up. Okay, instead of the first time the dragon is 'killed', have it that it drops into some lava or off a chasm or the ground swollows it up. Or you could even have it that the players take it's head, it goes up on the gates, then after X days, poof, it magically starts to glow and after a few hours, vanishes!
This isn't to just repeat the cycle over and over forever. Just say the dragons spirit is strong enough to return about 100 times or so. This gives alot of groups the chance to take it down a peg. After the hundredth time or whatever, it actually dies for good!
"But then that contents gone"
Okay, here's where you keep the content, but now the dragon has an undead skin placed on it. It's as if it's spirit was too strong to just die and even it's corpse must be batteled. Same loot, same battle (though now with the emphasis of keeping it in it's grave rather than keeping it from marauding the countryside by putting it in it's grave).
What say ye, oh silent traffic that passes my blog in the night!?
Is it really that hard to compromise the idea of a persistant change with ongoing content?
For example, say you had it that a new bad ass dragon shows up. Okay, instead of the first time the dragon is 'killed', have it that it drops into some lava or off a chasm or the ground swollows it up. Or you could even have it that the players take it's head, it goes up on the gates, then after X days, poof, it magically starts to glow and after a few hours, vanishes!
This isn't to just repeat the cycle over and over forever. Just say the dragons spirit is strong enough to return about 100 times or so. This gives alot of groups the chance to take it down a peg. After the hundredth time or whatever, it actually dies for good!
"But then that contents gone"
Okay, here's where you keep the content, but now the dragon has an undead skin placed on it. It's as if it's spirit was too strong to just die and even it's corpse must be batteled. Same loot, same battle (though now with the emphasis of keeping it in it's grave rather than keeping it from marauding the countryside by putting it in it's grave).
What say ye, oh silent traffic that passes my blog in the night!?
Labels:
battle,
dragon,
mmorpgs,
persistance,
persistant word,
raid
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