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WarCry Choice Posts: 600 Joined: 17 Dec 2005 | |
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Posts: 9 Joined: 10 Sep 2007 | While griefing as emergent gameplay may provide entertainment for some, it definitely interrupts the experience of its victims. There is a blurred line between griefing that merely makes things more exciting and is completely and utterly frustrating. Griefers camping my dead corpse does not make the game more exciting. It makes me quit playing. Forcing me to find someone to defend me is not going to make it any more appealing, either. I enjoy playing games, even online games, alone and at my own pace. I do enjoy the excitement of PvP but only in situations free of harassment. If Open PvP can be designed to eliminate harassment (or at least mitigate it), then I'm all for it. Otherwise I want to control how I interact with other players, and not be forced into multiplayer gameplay, including grouping. As an aspiring game designer, I think the solution to this lies in instancing based on smaller more personal social networks (perhaps based on friends lists, guilds, degrees of separation, etc.). This may take out the whole "massively-multiplayer" aspect, but is the MMO aspect what really makes these online games appealing? I don't play MMOs so I can play with hundreds/thousands/whatever of other players. I play them because they're immersive and because I can play them with my friends. In this way I think MMOs can learn a lot from console games with online play. |
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Community Column: Open PvP
Sean Bulger's periodic community column today looks at the concept of Open PvP (player vs. player) and what it does to games and their communities.
Read more after the leap.
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