kaishaku
Administrator
Registered: 2004-05-14
Posts: 189
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Zadmar wrote:
kaishaku wrote:
Well, this is a game, not a reality. We take certain liberties in that regard. |
It's not an issue of realism - it's about whether the gameplay is static or dynamic.
There was a story some years ago about an event in Ultima Online, whereby several players formed a plot against Lord British, and through careful planning eventually managed to carry out his assassination. They had perfectly good IC reasons for doing so, and the plot was carried out flawlessly.
However it went against the wishes of the owners of the game, so the players were banned and Lord British returned to life. |
That is quite ridiculous and I wonder why you mention it really. That is quite the opposite of what would occur in a game I have a part in creating.
The gameplay is well defined, you can call it "static" in some aspects, but I can argue it is more "dynamic" in others. It is like any traditional game, there is a set of rules and goals on the global level. It is not simply an experience.
Sure there will be experiences, but the global level is not free form by any means.
Most muds have nothing, or very little, of substance on that level.
Zadmar wrote:
kaishaku wrote:
Furthermore, appointment of important positions of influence will be done by the staff not the current player whose character holds that position. |
Then obviously we see things differently. I prefer a freeform system whereby the future of each character is in their own hands, while you seem to prefer a game guided by the admin, with each player is assigned the roles they are to play - much like the situation I described above with Lord British. |
You simply have no understanding of me or what I want and this is annoying, perhaps even futile. Saying this game doesn't allow the players to control their own future is another instance of you making something a black and white issue, it's becoming more and more frustrating. Players will have most or all of the say in their future. If they wish to be one of the few very important persons of influence in the game, ie. clan leaders, then they will need to be verified worthy as such in character and out of character by the players as well as the immortals.
Yes, I am fully aware that in reality immortals do not, arguably, choose who gains positions of power and influence, but this game is not a reality.
I can only imagine you are not really reading everything that is said here.
Make replies without tearing apart our ideas and reshaping them to best suit your arguments. Perhaps this is simply your mindset? Perhaps I am too receptive.
Zadmar wrote:
kaishaku wrote:
Zadmar wrote:
The regular permadeath system is one solution - if you get killed, you need to create a new character. This could also be combined with death from old age, but character age shouldn't be based on playing time. |
Why not? What should character age be based on? |
You have an in-game date and time, I assume? Surely it makes far more sense to base age on that? Not only does that stop people being punished for being regular players, but it also stops wierd IC situations. Image attending the funeral of a hardcore PC who'd died of old age: "I knew him when he was just a youngster" you smile - then someone responds "But you're barely out of your twenties - he died at the age of 80!". |
Players are not punished for being regular players, they have plenty of play time per character. You cannot even argue that without knowing the game. For all you know an 8 hour character life could be sufficient if the game was designed that way. This is the sort of negativity that really plagues a project in abstract design.
Time difference is a known liberty we accept as the lesser of two evils.
Aging relative to our time is hugely problematic, and implemented for what reason? It is implemented for realism in the game, something I do not consider to be of absolute primary importance, and something that Diku and Diku-like developers are hilariously confused about themselves, as they strive for and argue for advanced realistic machinations, ignoring those unreal game liberties taken on by the original creators of the codebase they hack away at.
Zadmar wrote:
kaishaku wrote:
You are for permadeath and immortality, but against age death? |
I'm neither "for" nor "against" anything, I am simply pointing out the pros and cons of each. Age death can be useful in some situations, but I don't believe a character expiry date will provide the results you're looking for.
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Well, that makes you very confusing to understand. Please give us your opinions.
Zadmar wrote:
kaishaku wrote:
This results in elitist play, common in muds, and makes the mud unfriendly to new players, as well as probably anyone who is not at maximum advancement. |
I guess we'll have to agree to disagree on this one. My suggestion is about as unbiased as you can get - each player is rewarded based on their own ability, while your proposal is that players are given positions of power by the admin. In my opinion you don't get much more elitist than that, regardless of how fair you try to be. And even if you don't feel that way, that's the view that many people will take - I've seen this sort of situation in the past.
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You have snipped and replied to the wrong context here.
I have also seen this sort of situation in the past, and it works out just fine. I have not seen the utopian ultra-realistic creations everyone was talking about 8 years ago just as they are now. I am also fairly sure I do not want to play in such a thing, as my real life is so complex that my free time is best spent on well defined games, not open ended experiences.
Zadmar wrote:
kaishaku wrote:
I know all worlds, immortal, permadeath and age death and age death is the one I prefer to use in this game. |
As you wish - it's your game, after all. But you invited discussion, and that's why I'm here. |
And why exactly are you instigating this friction here. Your reply, using a common tactic, probably described in Arthur Schopenhauer's "Die Kunst, Recht zu behalten" if I remember right, is entirely off the mark. ("The Art of Controversy")
"Its your game after all"... "you invited discussion"... funny.
The reply does not match up with what you actually quoted, imho.
I have an opinion as everyone else does, you will not be allowed to use my strong opinion against me simply because I am the founder of this project.
What you have said here in this last bit is rather disconcerting.
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