Nathan
Member since: Jun 14th, 2008
Nathan's Latest Comments
Blog Activity
| Blog | # of Comments |
|---|---|
| Massively | 13 Comments |
| Big Download | 3 Comments |
Featured Stories
Tattered Notebook: A guide to EQII's Moonlight Enchantments (with new stuff!)
Posted on May 18th 2013 8:00PM
The Mog Log: Final Fantasy XIV beta phase 1 and 2 - FATEs and dungeons
Posted on May 18th 2013 4:00PM


The Soapbox: A case for player-generated content (or why MMO story is complete and utter bollocks)
Apr 12th 2011 5:38PM (Massively)The genius of EVE is that the player and the role they are playing are indistinguishable. A player who likes to mine is a miner. A player who likes to steal is a pirate. A player who likes to play tricky financial games runs a corporation. And doing all those things changes the world. In other words roleplaying is a mechanic that is built into the game, and affects the game, and other players experiences in the game.
This, I think, is the mechanic that needs to be translated into other MMOs. For roleplaying to mean anything, it has to have some impact on the game - and being a paladin who goes and fights a monster that respawns for the next paladin has no impact. For MMOs to have real conflict, what the paladin does has to do something to the game. The players must become the story.
I know this is harder to code than +5 armor or fair and balanced loot drops, but I think it can be done. Here are some suggestions.
1 - Voting. Create a working economy and a system of government in the game that can impose tariffs on various crafting resources. Let players or guilds own some of those resources, and then let them vote on which resources get the most beneficial tariffs. Players and guilds will soon be making deals with each other to influence each others votes. Bribery will run rampant. Dirty deals will be made. In short, create a system that can be gamed, and players will game it, resulting in conflict - which results in story.
2 - Leaderboards with in-game meaning. The best PVPers and the wealthiest grinders get the biggest piece of the economic pie. They are allowed to control the resources and set prices. The only way to break up these monopolies is for smaller guilds to band together and topple them from the top of the leaderboard. But there are always traitors and in every alliance there is always one or two players out for themselves. Conflict ensues. Story follows.
3 - Expansions that change the economy. The devs open up a new mountain range and suddenly iron is plentiful. The bottom drops out of the market. All those Iron Guilds are suddenly scrambling to maintain their power. Where are they going to get it from? Three months later, a plague breaks out, and suddenly healing herbs are incredibly valuable. Wars are fought over the forest where the herbs grow. Conflict and story again.
None of this would interfere with character progression or PvE grinding, but would add another layer of gaming that would allow players to rise and fall based on their interaction with other players, rather than play out set stories that remain static no matter how many times you play them.
What do you think, sirs?
Diablo III reveals male "Trent Reznor" version of Demon Hunter character
Feb 18th 2011 1:02PM (Big Download)The Daily Grind: What will you miss about APB?
Sep 17th 2010 1:18PM (Massively)And I didn't get a screen cap before they closed the doors! Damn!
The Daily Grind: What RP tools would you like to see?
Jun 27th 2010 2:20PM (Massively)Here's a suggestion.
As part of the character creation process, a player would select various personality traits that his character would have in the game, and the game would reward the player for sticking to those traits and punish him for playing counter to them. For example, let's say you decide to play a noble paladin who never starts a fight. The game will note every time you attack without being attacked and give you less experience points, and will also note when you attack after first having been hit and give you more. Or say you are a greedy thief. The game will only give you experience for the gold you collect, but not for kills or victories.
Basically its a behavior contract that the player makes with the game as he or she is designing their character, and you get better rewards for abiding by the contract, and less for breaking it.
Whaddaya think?
APB's lead designer talks content, pricing model
Jun 5th 2010 6:38PM (Massively)APB's lead designer talks content, pricing model
Jun 5th 2010 4:24PM (Massively)1 - Did the area-specific voice chat work well?
2 - Did the last-fm tech work well?
3 - Was it cool talking smack with your enemies?
4 - How was the community?
5 - Did you join in a guild and compete with other guilds?
6 - Did you see inter-guild rivalries? Did people get into that stuff?
7 - Was the music editor easy to work with?
8 - Did certain people develop reputations and fame, as has been claimed in the hype?
9 - Did you do any buying and selling of items on the marketplace?
10 - What were people doing that didn't involve combat?
The Daily Grind: One life, one death
May 28th 2010 7:44PM (Massively)The Daily Grind: One life, one death
May 28th 2010 1:01PM (Massively)Turbine purchased by Warner Bros. Home Entertainment
Apr 20th 2010 10:01PM (Massively)What voice does for MMOs
Oct 24th 2009 9:58PM (Massively)One of these claims can't be true.