September 2006
- Amusement park gaming (was: [REPOST] Value) Siege)
- Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] Matt Chatterley
- Risk vs Reward [was: Value] cruise
- Risk vs Reward [was: Value] Sean Howard
- Risk vs Reward [was: Value] cruise
- Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] Sean Howard
- Risk vs Reward [was: Value] cruise
- Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] Sean Howard
- Risk vs Reward [was: Value] Mike Rozak
- Risk vs Reward [was: Value] Matt Chatterley
- Risk vs Reward [was: Value] Michael Hartman
Mike Rozak wrote:
> Cruise wrote:
>
>> "Risk" is presumably risk of defeat in combat - but what then are you
>> actually risking?
>
>
> I came up with the following list, included in
> http://www.mxac.com.au/drt/Choice2.htm.
>
> - Loss of time (lose equipment = money = time)
> - Delay in playing (sit and wait to heal)
> - Loss of an enjoyable experience (make a mistake, get teleported to the
> back of beyond, and spend an hour walking back)
> - Loss of content (make a mistake, and no longer able to access Dungeon X)
> - Loss of friendships (not exactly part of the official game design, but
> a possibility in a MMORPG)
This is a pretty negative way of looking at the risk factor in death -
especially the last 3.
It sounds like you are implying that risk/death are bad things in MMOs,
but I find that games with the most trivial death penalties tend to have
the least exciting combat and your accomplishments feel the most empty.
There is no real thrill of victory without ever experiencing the agony
of defeat.
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- [DESIGN] *Starting* Real Currency Based Worlds ghovs@plex.nl
- [DESIGN] *Starting* Real Currency Based Worlds William Leader
- [DESIGN] *Starting* Real Currency Based Worlds Michael Hartman
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- [DESIGN] *Starting* Real Currency Based Worlds cruise
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- [DESIGN] MMO's are for Newbies John Buehler
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- [DESIGN] MMO's are for Newbies Richard A. Bartle
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