tag:blogger.com,1999:blog-7801344413612447717.post8290911024301123630..comments2024-01-18T16:20:09.743+01:00Comments on Nils' Blog: The Information CurseNilshttp://www.blogger.com/profile/06468755466492675831noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-7801344413612447717.post-74058268879522665352011-01-19T08:57:45.680+01:002011-01-19T08:57:45.680+01:00Thanks for your insights, Max.
I agree, that anon...Thanks for your insights, Max.<br /><br />I agree, that anonymity can be a curse as well. If it wouldn't sound stupid I'd suggest an innovation: Seperate servers of limited size.<br /><br />Sandbox style elements in servers that are inhabited by just a few thousand players will automatically create some measure of unpredictability. What is true for one server is not necessarily true for the other. So this is one way to attack the information curse. But it is not the only one.<br /><br />The separation of servers is another, and so is procedurally created content.<br /><br />In times of the internet, exploration gameplay in a competitive environment can only work, if the environment inhabits a limited amount of players and is unpredictable to some extend.Nilshttps://www.blogger.com/profile/06468755466492675831noreply@blogger.comtag:blogger.com,1999:blog-7801344413612447717.post-3937212346882348312011-01-18T23:42:16.935+01:002011-01-18T23:42:16.935+01:00So the only 2 paths I see -either entertainment th...So the only 2 paths I see -either entertainment them parks , providing gameplay (WoW and its multitude clones) either dynamic emergent world mostly player driven .<br /><br />Something I sadly cant give examples of, but UO was pretty good start if one has to start somewhere.<br /><br />And the thing about emerging content you have to give players tools to change the world. You cant give them empty space, mobs to grind and say this your sandbox (e.g. darkfall). <br /><br />Most developers will not give any tools to players because their experience been that whatever they give to players they can abuse. But instead of working on improvements accountability and quality of tools to prevent it they simply scrap this approach altogether<br /><br /><br />I do think holy grail of virtual worlds depends a great deal of accountability. Players characters should not be anonymous - internet+anonmyity = assholes. That doesnt mean it has to have your real name or anything .<br /><br />But character should not be something intangible throway things, nobody can trace back to you.<br /><br />Players behave very differently in communities. -compare how one behaves in pug vs guild groups. In clan scrim vs pub sessions<br /><br />Zinga exploits the social dynamics in very insidious ways by using your peers(facebook friends) to pressure you into doing stuff zynga benefits from (which is basically buying their virtual junk)<br /><br />Yet none of the virtual worlds had even rudimentary system to actually remove the anonymity curseMaxhttps://www.blogger.com/profile/14814638059509556522noreply@blogger.comtag:blogger.com,1999:blog-7801344413612447717.post-91646724059030062672011-01-18T13:36:56.317+01:002011-01-18T13:36:56.317+01:00Firefox hit the nail. It is the competetive enviro...Firefox hit the nail. It is the competetive environment that makes it even less fun to not inform yourself on the internet.<br /><br />Game developers, of course, know this. It is just that they create games that simply accept this. Nobody here could beat WoW Cataclysm without access to addons and guides.<br /><br />But do we have to accept for all eternity that all challenge lies in the execution alone since 2005?<br />Or can we develop persistent (=meaningful) worlds that refuse to bow to the internet - at least partly.<br /><br />The first thing that comes to mind are procedurally generated dungeons. We've been there with Diablo some fiveteen years ago. <br /><br />And don't tell me the 3D dungeons cannot be as visually attractive this way. I already need to force myself to actually look at the dungeon every once in a while.Nilshttps://www.blogger.com/profile/06468755466492675831noreply@blogger.comtag:blogger.com,1999:blog-7801344413612447717.post-36668935117350894052011-01-18T13:13:28.448+01:002011-01-18T13:13:28.448+01:00I think something very essential to the drive that...I think something very essential to the drive that makes us seek spoilers on the internet is the multiplayer aspect of MMOs coupled with the backbone of these games being Power Progression.<br /><br />If you are playing on your own you might restrain yourself enough to beat the game without spoilers, or search only when you encounter a roadblock.<br /><br />But knowing that you are in teh same environment where while you're "enjoying the game" others progress by all means neccessary... It's just silly not to do it.<br /><br />And thus MMOs become progression rat-races.<br /><br />If only there was something else than power in combat?... Or probably lots of other aspects, but equally rewarded and established by design.firefoxhttps://www.blogger.com/profile/16452052131434966660noreply@blogger.comtag:blogger.com,1999:blog-7801344413612447717.post-41814484051255216552011-01-18T11:19:16.313+01:002011-01-18T11:19:16.313+01:00Really wonderful question. I have been playing Kni...Really wonderful question. I have been playing Knights of the Old Republic, and it has been tremendously difficult to resist the numerous online guides. When I do break down and look something up, I get a little irritated if I've missed something. It's a shame that I feel this way, but I think the only way to counter the internet is to create experiences where either decision is a rewarding one.MLWhttps://www.blogger.com/profile/11501483710006076616noreply@blogger.com