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Message ID: 3805
Date: Fri Jul 16 20:19:34 BST 1999
Author: Jones, Brian
Subject: RE: Re: Item Values (meta)
> ----------
> From: John Kim[SMTP:kim@...]
> Reply To: eqbards@onelist.com
> Sent: Friday, July 16, 1999 2:09 PM
> To: eqbards@onelist.com
> Subject: RE: [eqbards] Re: Item Values (meta)
>
> From: John Kim <kim@...>
>
> On Fri, 16 Jul 1999, Jones, Brian wrote:
> >
> > Trade skills is what some people want in an MMORPG. That is why I like
> EQ,
> > I don't have to deal with trade skills to make money - I work enough in
> RL,
> > I don't want to play a game and work there too. In all of my years of
> > roleplaying (AD&D, Amber, etc) I don't ever remembering anyone saying 'I
> > don't want to go out and explore and kill stuff, I would rather make
> armor
> > or jewelry!' That is what NPC's did for you.
>
> What you're failing to see is that a MMORPG is *more* than a
> pencil & paper RPG. A P&P RPG was limited to just a few
> people in a universe where everyone but them was an NPC. A
> MMORPG is a virtual universe, and for the first time the
> possibility exists where the entire world *could* be run
> without any NPCs at all. If killing monsters with friends is
> all you want, then you don't need something as extensive as UO
> or EQ, a non-persistent world like Diablo is sufficient.
>
> Yes, the first MMORPG are going to emulate P&P RPGs, because
> that's where all the previous experience with this type of
> thing has been. But as players and developers start to get a
> better handle on just what is/isn't possible, we're going to
> start getting closer and closer to the virtual realities that
> keep getting hyped in the media.
>
> I was just talking with some UO friends about the new UO
> server that's going up and the de-emphasized role of NPC
> merchants there. One of them said the same thing you did - he
> works enough in real life, he doesn't want to spend his
> game-playing time "working" in a "game" to help someone
> maintain an online merchant store. Then it hit us - someone
> who is sufficiently wealthy in real life could *pay* someone
> real-life money to employ someone to *work* in a merchant
> store in a "game." That is the paradigm shift most people
> don't yet realize - we are moving from "online game" to
> "virtual world," and the line between virtual and real is
> beginning to blur. We're already seeing it with people paying
> real-life money for virtual items.
>
> --
> John H. Kim
> kim@...
>
>
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