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What is your ideal MMO?February 27th, 2006 |
The discussions on the lessons make me curious.
What is it you want? Not in terms of exhaustive mechanics, specific and highly detailed setting information, and so on, but the spirit of it.
(Not that I think you’re necessarily a representative bunch…!)

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most interesting to me. It tells a story based around the idea of a MMO minigame that’s an abstract simulation of sex, and why players would/could use it. (Here.) It even rewards monogamy. Raph Koster recently asked people what they wanted in an MMO. (Here.) Well, more accurately, what was the spirit of what they wanted? My answer to Raph was:I want an MMO where: (a)any single player can effect meaningful change in the world around him, (b)player skill (items/effects excepted) is what matters and not
[...] (link: What is your ideal MMO?) Tossed into: Design Things — by Corvus @ 7:18 am [...]
[...] Quote from: MightyAl on Today at 11:23:39 AM(…)http://www.raphkoster.com/2006/02/24/what-are-the-lessons-of-mmorpgs-today/Quite sad, isnt it?I read that a couple of nights ago.Most noteworthy things IMHO:- People are only good at one thing.- You never, ever, ever change jobs. If you want to, you probably need to die.- You can be the best in the world at your job (But so can everyone else).- Killing is the only real way to gain people’s admiration (Well, you can make stuff too, but you won’t earn the same kind of admiration).- There are no such things as social progress or technological advancement.- You should not associate with those of lower social standing than yourself.- You can’t be in two places at once. But places can be in two places at once. (Ok, this one is not bad, but funny )- Actually, in general, taking your time is counterproductive.Im not gonna talk about SWG here since I doubt Mr. Koster is doing any concrete design jobs anymore, Ill just note that in pre-CU SWG the above statements held less truth than they do in the NGE.He made a follow-up, btw. How did haxal (Oropher) end up there? [...]
[...] Raph Koster posted the question ‘What is your ideal MMO’ on his blog, which is really opening up a can of worms; however some of the responses echoed the idea of removing character levels from MMOs: [...]
[...] Raph’s got up a question for everyone about what their ideal MMO is. I’m rather amazed to find a great many people responding that they want more forced socialization opportunities – that the strength of MMOs is that they offer people a chance to socialize. [...]
[...] Comments [...]
[...] http://www.raphkoster.com/2006/02/27/what-is-your-ideal-mmo/ [...]
[...] What is your ideal MMO? [...]
[...] Raph Koster recently asked people what they wanted in an MMO. (Here.) Well, more accurately, what was the spirit of what they wanted? My answer to Raph was: I want an MMO where: (a)any single player can effect meaningful change in the world around him, (b)player skill (items/effects excepted) is what matters and not time spent in the world doing any repetitive task. (c)a world that would be interesting even with no players. If Days of Our Lives can go for this long and still have viewers interested, I fail to see why an MMO can’t change the story a tad bit every week/month in a player-participatory fashion. (Not just a static story with additional events tagged on with larger events happening in expansions.) [...]
[...] http://www.raphkoster.com/2006/02/27/what-is-your-ideal-mmo/l'm not advertising, take the thread down if u find a reason to [...]