tag:blogger.com,1999:blog-1461700565722278823.post2000638456664491597..comments2024-02-27T14:44:07.868+01:00Comments on Greedy goblin: The theory of MMO Trade of FunGevlonhttp://www.blogger.com/profile/07072766785893313616noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-1461700565722278823.post-75883720215104221882012-12-05T03:31:18.476+01:002012-12-05T03:31:18.476+01:00You cannot compare MMO to Facebook for one simple ...You cannot compare MMO to Facebook for one simple reason: With Facebook and Twitter, the users are not the customers, they are the content. <br /><br />The advertisers are clearly the customers.<br /><br />Comparing an MMO to Facebook is like comparing people who pay to go see a movie at the theater to people who drive by an interesting looking billboard on the highway they drive on while going to hang out with their friends.SiderisAnonhttps://www.blogger.com/profile/07769278595365759382noreply@blogger.comtag:blogger.com,1999:blog-1461700565722278823.post-77481654949749070702012-12-04T19:31:19.957+01:002012-12-04T19:31:19.957+01:00Why do developers do huge extra work to make the g...<i>Why do developers do huge extra work to make the game playable in a common space instead of on several single-player instances?</i><br /><br />Because this means that each player <i>can</i> make a difference. Sometimes you need a group to do it. In many games, the raid mob respawns hours or days later, so that difference isn't really "making a difference." In Eve, or <a href="http://en.wikipedia.org/wiki/A_Tale_in_the_Desert" rel="nofollow">A Tale In The Desert</a>, what you make (or destroy) has an effect on other people. <br /><br />After playing Eve, I assure you that ATITD will bore you to tears as there is no combat. But if you want to study games and types of gamers, or make games, it is one of games I recommend to try out. <br /><br />But in general, any game has to appeal to most of the <a href="http://en.wikipedia.org/wiki/Bartle_Test" rel="nofollow">Bartle Types</a> in order to be even remotely successful. You can make a game that appeals to a single type (most FPS appeal to the "killer" archtype), but it will generally fail to interest the other types of gamers. Because it costs so much to develop a game these days, investors want the games they're funding to appeal to as wide an audience as practical. This tends to make for some areas of games that annoy other types of players. How many of the "killer" archetype in Eve like/enjoy mining (except as a source of targets)? How many industrialists enjoy PvP (except as a source of customers)? Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1461700565722278823.post-44405442279604444252012-12-04T15:40:26.893+01:002012-12-04T15:40:26.893+01:00Single player games have no grinding.
Yes, they d...<i>Single player games have no grinding.</i><br /><br />Yes, they do. Single-player RPGs always had plenty of grinding, from the "Peninsula of Power" in Final Fantasy I all the way to crafting thousands of daggers to get Smithing 100 in Skyrim. And yet, people willingly did (and still do) those things, even in the absence of peers to impress.<br /><br />Likewise, giving cosmetic rewards for overcoming greater challenges is not something MMO-specific. If you beat Civilization on Emperor difficulty level, you'll get the same victory screen as someone who beat it on Settler, with the only difference being a couple of lines and a number. And yet, people were (and still are) willing to take on a greater challenge, even if did not involve 'pwning' others.<br /><br />Clearly, some players have a non-social motivation to do grinds and optional challenges. (The origin and nature of this motivation is a separate topic). Therefore, it is reasonable to assume that at least some of MMORPG players are driven by the same non-social motivation, and not by desire to inspire envy in others. <br /><br />In other words, someone grinding his 60th Exalted rep in WoW might simply be the kind of player who would grind his 600th Murphy's Ghost kill in Wizardry. Someone doing hardmode raids instead of LFR might simply be the kind of player who'd go through Doom on Nightmare rather than I'm Too Young to Die.<br /><br />Not everything is about e-peen.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1461700565722278823.post-24028544612923085892012-12-04T15:19:02.701+01:002012-12-04T15:19:02.701+01:00WoT sounds very grindy to me! WoT sounds very grindy to me! Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1461700565722278823.post-81887133555784516822012-12-04T13:49:34.202+01:002012-12-04T13:49:34.202+01:00This will be the post in Thursday.
The "winn...This will be the post in Thursday.<br /><br />The "winners" are not needed in all games. For example World of Tanks actively chase them away. However games with communities will need them as "celebrities" or "leaders". EVE wouldn't be the same without The Mittani.Gevlonhttps://www.blogger.com/profile/07072766785893313616noreply@blogger.comtag:blogger.com,1999:blog-1461700565722278823.post-78941066013440114942012-12-04T13:36:29.201+01:002012-12-04T13:36:29.201+01:00Is it at all important to an MMO designer to have ...Is it at all important to an MMO designer to have ways to "win" by your definition?<br /><br />A paying person gives developer coin. A griding person serves to create the sense of community that the paying people can have transactions with (satisfying his envy, pride etc.)<br /><br />What does the winner give?maximhttps://www.blogger.com/profile/12576542229498004147noreply@blogger.com