Angel
Member since: Oct 17th, 2008
Angel's Latest Comments
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| Blog | # of Comments |
|---|---|
| Massively | 21 Comments |
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The Daily Grind: Are you still excited to try RIFT's free-to-play option?
Posted on May 18th 2013 8:00AM



The Daily Grind: What are your top 5 MMO must-haves?
Jul 30th 2009 9:05PM (Massively)2. skill based system instead of the level grind
3. eliminate the institution of the grind
4. a system balanced economy so new players can participate
5. true player determinism
What if you beat out World of Warcraft and nobody cared?
Jul 15th 2009 11:45AM (Massively)And this is why it was called an 800lb gorilla at the end of the article. The author knows they are pointing out the obvious. Some times is just needs to be done. What is obvious to one person may not be obvious to another. Often, pointing out the obvious encourages or fosters discussions that result in substantive advances.
Redefining MMOs: More than lore, part 2
Jul 9th 2009 2:38PM (Massively)http://wetwyered.com/wordpress/?p=102
The Daily Grind: Who would you like to see make an MMO?
May 31st 2009 10:53AM (Massively)They have awesom ideas about how games should be made and a solid IP in the wings for a steampunk MMO. All they need is the seed money and they will take off!
SOE is jacking out of The Matrix Online
May 29th 2009 6:25PM (Massively)Interview with AoC Live Producer
Apr 19th 2009 12:20AM (Massively)The distance of romance: Is online romance possible?
Apr 16th 2009 12:23PM (Massively)The Daily Grind: When does RMT cross the line?
Apr 9th 2009 5:34PM (Massively)An income outside of a game world is not part of a game world. it is external and not part of that server and IPs persistent existence.
This is one of the key points of contention. Most people who become involved in these fantasy world do not appreciate when the balance is thrown out of whack by what they perceive as intrusive advantages. Just because you have money to burn in the real world does not necessarily mean you should be able to burn it in a fantasy world.
Again I say, it depends on the what the game was design for and the audience it is targeting.demographic research shows that most people who play MMOs do not have that extra real world cash. They play these games primarily for some limited escape. In other words they play these games so they can perhaps experience something other than the financial limitations they may be saddled with in real life.
If your target demographic does not have money to blow on virtual goods don't ever offer virtual goods in exchange for cash beyond that of a subscription.
The Daily Grind: When does RMT cross the line?
Apr 9th 2009 12:50PM (Massively)In games with crafters those vanity items infringe on the crafter population. point of example: EQ2 players are obsessed with "appearance gear". The armorers and tailors make items that are used as costuming and cloths. The EQ2 community had screamed out for better appearance gear for years. SOE threw in "cloths" for players that took the form of a single skin in a verity of colors for each sex. This did not satisfy so they screamed some more.
Then, SOE introduced MT with appearance gear for sale. those "vanity items" are items PLAYERS could make within the existing crafting system. Instead of providing more for the community of crafters to make, they sold them for cash dismissing them as "fluff items" and marginalizing their crafting population.
MT does not provide "fluff" or "vanity items" it dismisses a good portion of the player population as being worthless and unimportant.
If a system is designed for MT as incentive to spend money, that is one thing. Though fought with problems that is the way said game was designed. Ultimately if you are going to design for MT don't include crafting.
With friends like these: What sci-fi has, and doesn't have, going for it
Apr 7th 2009 5:39PM (Massively)This is true enough, but can be solved by "framing". my solution to this for a project I am working on is to frame the entire world in a frontier/exploration theme. Think about history. As people moved west even common people had access to some military hardware or equivalent weapons technology. We still have to play it a little on the conservative side but it has been working out.
If the world you are creating is rooted in more realism as is current only the military, policing forces, a few citizens with the right permits, gangs, criminals, cults, and whack-jobs would have high profile weapons. The rest would be "just citizens".
Now, one could argue that PCs could be members of the military, a policing official, one of those few citizens with the right certification or licensing, in a gang, a criminal, a cultist, or a whack job. There is a president in much of the science fiction in literature, movies and TV shows out there for this idea. (Side-note: being just a citizen of a science fiction world is actually far more attractive to many potential players than other players and developers realize... exceptional citizens like scientists, politicians, and such but "just" citizens none-the-less)
I agree with the melee combat issue. but, again, framing is really essential. It can be done quite well in combination with some skill sets but. stealth abilities can lead to hand-to-hand confrontation. It would not be easily archived and would be infrequent of an occurrence. You are right in that most combat would be at range rather than up close in the general scheme of things when dealing with science fiction.