Who is Darth?

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Marvin Kosh:
PvP is such a joke in itself.  I haven't played any online Star Wars games but I have played MMORPGs, and it's always the same.  You get a little handy-slap for dying, and very rarely do you have to worry about what'll happen to your accumulated gear.  If you make dying a big deal, what PvP that still occurs will probably be stacked battles.

You have to stick it to game developers for basically making player characters immortal, but there are those players who sign up not because they're interested in the genre, but because they want to go hunt some noobs.

Oddysey:
Wow. That is a rather good point.

MMORPGs annoy me in general. They, like every other computer game I've heard of that sports the title "RPG," are not worthy of the designation. A game where the GM/DM cannot chuck stuff at unruly players is not an RPG.

And a game where players you kill don't STAY dead is no fun. If I'm playing a CE assassin pretending to be a LG paladin in a good aligned party, when I stab them all in the back I want them to be DEAD, dammit! Resurrection is no fun. That's why I like the way Arcana Unearthed/Evolved handles ressurection: you have to tell people your "true name" for it to work, but if your enemies discover your true name you are screwed. And if you get resurrected six times, your soul is altered enough that you no longer have a unique true name, but a generic racial one, so anyone who wants to can find out what it is.

And besides, if you need to kill an annoying player as a GM, you're not being creative enough. Much better to place him in the hands of Dr. Boris's (Unlicensed) Medical Facility, or a variation thereof. (And I mean no offense to Boris. It was just the first Russian name I could think of.)

Marvin Kosh:
See if you actually think seriously about the death/failure system you use in a game, instead of fudging a 'respawn' because hey, it worked in some FPS multiplayer shooter.... you might actually be onto a winner.  Unfortunately, you can't count on players not to metagame and say 'Oh, you don't want to go that way, a big boulder rolls down and squishes you' which they know because one of their earlier characters was wiped out, so.... you have to move the goalposts.  However, this may not be entirely fair, because a game in which the goalpsots are constantly moving further away from the player, and therefore becoming even more challenging every time the player is killed, well you could never beat it ;-)

A great example of what I'm talking about is Avatar, in which Teal'c plays a realistic foothold simulation in a virtual reality chair.  I watched it again last night.

J. M. Pescado:
Quote from: Marvin Kosh on 2005 August 06, 17:07:15

See if you actually think seriously about the death/failure system you use in a game, instead of fudging a 'respawn' because hey, it worked in some FPS multiplayer shooter.... you might actually be onto a winner.  Unfortunately, you can't count on players not to metagame and say 'Oh, you don't want to go that way, a big boulder rolls down and squishes you' which they know because one of their earlier characters was wiped out, so.... you have to move the goalposts.
That's not really such a huge problem. Sure, they may know that last time, a big boulder squished them, but that hardly tells them why this happened. Or that it happens again. After all, big boulders don't (usually) grow on trees. Once a big boulder has rolled down something and squished somebody, it takes a lot of effort to put it back so it can squish somebody again. That just doesn't happen by itself, you know.

Marvin Kosh:
Exactly true.  And yet many MMORPGs recycle and re-use these scenarios to death.  In which case, you would have to be kinda stupid to fall for the same old boulder trap again.

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