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Message ID: 7488
Date: Fri Oct 1 00:55:36 BST 1999
Author: Reece, Tom - 25IDL G4
Subject: RE: Hey this sounded interesting..
> -----Original Message-----
> From: Garramone, Michael (CCI-Las Vegas) [SMTP:Michael.Garramone@...]
> Sent: Thursday, September 30, 1999 1:25 PM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Hey this sounded interesting..
>
> From: "Garramone, Michael (CCI-Las Vegas)" <Michael.Garramone@...>
>
> sorry i don't see the connection. i advocate not letting melee/hybrid
> classes to be able to bind, making the game harder. how does that make it
> easier to "win" or have anything to do with what you said?
>
> no one likes dying, not just some folks. that's the point, it is bad to
> die. if there were no consequences, there would be no challenge. is this
> what you are referring to, my point of the game being a challenge? this
> has
> nothing to do with wanting to win, it has only to do with wanting to have
> fun, and not being bored. it is after all a game, and if you are not
> having
> fun, you shouldn't be playing.
>
> Shada
>
> > From: silky@...
> >
> >
> > 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.
>
>