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Message ID: 7463
Date: Thu Sep 30 23:49:38 BST 1999
Author: silky@xxxxxx.xxxxxxx.xxx
Subject: RE: Hey this sounded interesting..


Some folks just don't like dying - that in and of itself is enough of a
penalty, thank you very much.

This is where the paradigm falls back to singlemindset games - that there
has to be a way to 'keep score' - that puts the emphasis on advancement and
competition with others - instead of living in the world, and working with
others.

You cannot 'win' in a persistent world - nor should the goals be
artificially propped up to encourage that attitude.

One of EQs major shortcomings - is there is a perceived 'end'. Games - read
'worlds' of this nature are going to have to mature past the singleplayer
game mindset baggage they have towed along with them, for these worlds to
truly reach their full potential.


At 06:54 PM 9/30/99 -0400, you wrote:
>From: "Garramone, Michael (CCI-Las Vegas)" <Michael.Garramone@...>
>
>sure dying from an SG or griffin sucks, but every time you are deliberately
>fighting something, and things go bad, or its really close, or you pulled
>too much, etc. etc. etc. and you get that excited/scared feeling in your
>stomach, and your heart starts pounding...
>
>think you'll ever get that with no penalties for dying? why would you? no
>dying penalties=no challenge=no fun.
>
>Shada
>
>> From: "Bard" <dabard@...>
>>
>> >:Also, there absolutely HAS to be a serious penalty for dying;
>>
>> There does? When and where did this ridiculous idea get
>> started?
>
>>