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Re: [MUD-Dev] banning the sale of items
Paul Schwanz wrote:
> While you are correct that true role-playing is based on the skills of the
> character and not the skills of the gamer, trying to defend your decision
> regarding what many refer to as "Levelquest" on the basis that your game
seeks
> to remain true to its role-playing roots will be hard for many to swallow.
What
> most participants in MMORPGs are engaged in (as dictated by the games
design in
> many cases) is a form of Avatarism and not true role-playing. A game
which
> simply converts _time_ to _levels_, IMHO, is a greater detraction from the
> assumption of a role.
I may work for Verant and developed for EQ, but it was a collective
decision in many aspects and not necessarily reflective of my own personal
opinion or goals. My personal purpose for being a member of this list is to
both contribute and learn, mainly the latter through exposure to
perspectives I have yet to consider, _NOT_ to defend "LevelQuest", as you
put it. As a game designer, it is my personal belief, that a game designer
can never have enough perspectives of any particular issue. Each may have
its own merits, despite its flaws. EverQuest too falls into this category -
some good - some bad. But let's keep this a general discussion with
specifics used for example or reference. There is no need to "judge", or
assume inference, regarding a specific game based on mere association unless
otherwise admitted or stated.
Personally, I tend to agree with you on the avatarism vs. role-playing
issue. It is the same reason why pen-and-paper players tend to prefer
rolling their own characters as opposed to being handed them. It provides
an extension of their "being" into the virtual space and therefore creates a
stronger bond to both the game and the character.
That said however, there is a point of where the amount of personal
extension drastically changes the nature of the game.
For purposes of understanding my use of nomenclature, I would like to
specify my interpretation of terms.
Role-playing: the assumption of a role inside of a virtual environment where
the game reflects/weighs on character/avatar skill
-- games such as MUDs, MMORPGs, Torment, Baldur's Gate, Final Fantasy fall
under this category
Action-Adventure: a game that revolves around player skill and reflexes to
determine character advancement/progression
-- games such as Diablo, Revenant, and Nox fall under this category
Obviously all examples fall under fantasy. But not all fall under this
definition of role-playing.
~Ryan Palacio
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- Thread context:
- Re: [MUD-Dev] banning the sale of items, (continued)
- Re: [MUD-Dev] banning the sale of items,
Jeff Freeman skeptack#antisocial,com, Wed 12 Apr 2000, 14:23 GMT
- Re: [MUD-Dev] banning the sale of items,
Ananda Dawnsinger ananda#greyrealms,com, Mon 17 Apr 2000, 16:21 GMT
- Re: [MUD-Dev] banning the sale of items,
Paul Schwanz - Enterprise Services Paul.Schwanz#east,sun.com, Mon 17 Apr 2000, 16:22 GMT
- Re: [MUD-Dev] banning the sale of items,
Paul Schwanz - Enterprise Services Paul.Schwanz#east,sun.com, Mon 17 Apr 2000, 16:46 GMT
- RE: [MUD-Dev] banning the sale of items,
Schubert, Damion dschubert#origin,ea.com, Mon 17 Apr 2000, 20:17 GMT
- Re: [MUD-Dev] Sony to ban sale of online characters from its popular gaming sites,
Ryan Palacio rpalacio#verant,com, Tue 11 Apr 2000, 23:22 GMT
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