Dec 6, 2009, 12:03 AM
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#1 of 18
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I disagree. If there's one thing Wow did right, it was making sure that I didn't have to read what the gankers said to me after I was killed, or what those I killed had to say.
Trash talk is good, to a certain level, but it really only works well in a skill-based setting, where you die because you're actually a worse player. Or a laid-back social setting, of course. Also, considering the types of people who play Wow, I'm all for barriers of communication except with those I actually want to talk to, hah.
In terms of the whole dying thing, I think a lot of designers in the game industry should learn from Demon Souls. One of the things that often comes up in MMO comparisons is exactly the phenomenon that Kolba is talking about: the complete lack of risk in Wow, or the opposite, the excessively punishing risk in traditional ones. I for one prefer the lack of risk to the excessive punishment, but I can see the attraction in both; it's all about target audience.
But the designers of Demon Souls successfully took a step back and reexamined the meaning and purpose of death in games. Instead of looking at it as purely a setback or a punishment, they gave it meaning in several other ways. And I think that's the stance MMO developers should adapt to try and tap the best of both extremes. Find a way to make death meaningful and impactful, without simply punishing the player.
Easier said than done, of course. And there might be an argument that games like EQ DO create meaningful punishments, which is a point I could concede. Ah well. I figured I'd throw the concept out there.
Jam it back in, in the dark.
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