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> <channel><title>Comments on: Trophy equipment</title> <atom:link href="http://www.raphkoster.com/2006/11/06/trophy-equipment/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Trophy equipment &#171; Voyages in Eternity</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-2/#comment-47776</link> <dc:creator>Trophy equipment &#171; Voyages in Eternity</dc:creator> <pubDate>Sat, 11 Nov 2006 14:08:45 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-47776</guid> <description>[...] There was an interesting topic doing the rounds earlier this week, related to a post on TerraNova about the concepts of soul-binding, &#8220;trophy equipment&#8221;, and how different designs impact the general ability to gauge a player&#8217;s level of experience, at least, via a review of their equipment.  Raph also commented on the topic, and there was some significant follow-up commentary.  The impact and ramifications of RMT on this kind of situation were touched on as well. [...]</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] There was an interesting topic doing the rounds earlier this week, related to a post on TerraNova about the concepts of soul-binding, &#8220;trophy equipment&#8221;, and how different designs impact the general ability to gauge a player&#8217;s level of experience, at least, via a review of their equipment.  Raph also commented on the topic, and there was some significant follow-up commentary.  The impact and ramifications of RMT on this kind of situation were touched on as well. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Mnemon</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46931</link> <dc:creator>Mnemon</dc:creator> <pubDate>Fri, 10 Nov 2006 18:27:10 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46931</guid> <description>Some of these ideas I have outlined in an MMO plan i&#039;m working on. It&#039;s really kind of my ideal game if somebody like Blizzard came to my door and said &quot;we want to build the game you want to play.&quot;
Some details are here ... http://mmo.relicsofcorbantis.com/civ.shtml
But basically the idea is to take cities from SWG and turn them into the Coronet/Theed/Ironforge/Ogrimmar for your guild. Tons of functional buildings, NPCs, quest givers and also the added capability of defense structures to defend your city against other guilds who might attack.</description> <content:encoded><![CDATA[<p>Some of these ideas I have outlined in an MMO plan i&#8217;m working on. It&#8217;s really kind of my ideal game if somebody like Blizzard came to my door and said &#8220;we want to build the game you want to play.&#8221;</p><p>Some details are here &#8230; <a
href="http://mmo.relicsofcorbantis.com/civ.shtml" rel="nofollow">http://mmo.relicsofcorbantis.com/civ.shtml</a></p><p>But basically the idea is to take cities from SWG and turn them into the Coronet/Theed/Ironforge/Ogrimmar for your guild. Tons of functional buildings, NPCs, quest givers and also the added capability of defense structures to defend your city against other guilds who might attack.</p> ]]></content:encoded> </item> <item><title>By: Amaranthar</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46301</link> <dc:creator>Amaranthar</dc:creator> <pubDate>Fri, 10 Nov 2006 04:15:21 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46301</guid> <description>I agree that player cities should be much more than just a place to showcase things. They should be able to offer all that NPC cities do, plus much more.
If you think about games like Ages of Empires and Civilization, why can&#039;t player built cities add structures that add capability to the city?
Of course, the design would have to be altered to fit the MMORPG. What can be done to add to a player city by building particular city owned structures? Temples? Inns? If you build a well, you have access to water. Can&#039;t this simple thing be incorporated into the basic low level city building design to mean something? Many trade skills need water in the production. Shouldn&#039;t players be more prosperous if their water is easy, and free of labor charges, to get? Couldn&#039;t building a wind mill to grind grain be incorporated into the game design to mean some benefit to the players there? Couldn&#039;t golden statues and marble reliefs be used to train skills through study? Can&#039;t magical wells be used to some purpose? Wouln&#039;t gryphon flight towers be an attraction for players?
There are so many ways to make player built cities become focal points through trades and advancement, with a &quot;trophy&quot; system as a part of it.
A big part of a trophy system designed for player cities (also for guilds which could be like villages, or even individuals with a &quot;manor&quot;) can be bringing back discoveries. We&#039;re used to looted &quot;recipes&quot;, and this same idea can be expanded to this kind of design. Moreover, players could learn a great deal from the world around them.
Wouldn&#039;t players want to learn to build taller, multifloored structures? How about being able to study ruins to learn to construct arches?
There are so many ways to go here, to use a trophy system well beyond personal gear or collectables.</description> <content:encoded><![CDATA[<p>I agree that player cities should be much more than just a place to showcase things. They should be able to offer all that NPC cities do, plus much more.<br
/> If you think about games like Ages of Empires and Civilization, why can&#8217;t player built cities add structures that add capability to the city?<br
/> Of course, the design would have to be altered to fit the MMORPG. What can be done to add to a player city by building particular city owned structures? Temples? Inns? If you build a well, you have access to water. Can&#8217;t this simple thing be incorporated into the basic low level city building design to mean something? Many trade skills need water in the production. Shouldn&#8217;t players be more prosperous if their water is easy, and free of labor charges, to get? Couldn&#8217;t building a wind mill to grind grain be incorporated into the game design to mean some benefit to the players there? Couldn&#8217;t golden statues and marble reliefs be used to train skills through study? Can&#8217;t magical wells be used to some purpose? Wouln&#8217;t gryphon flight towers be an attraction for players?<br
/> There are so many ways to make player built cities become focal points through trades and advancement, with a &#8220;trophy&#8221; system as a part of it.</p><p>A big part of a trophy system designed for player cities (also for guilds which could be like villages, or even individuals with a &#8220;manor&#8221;) can be bringing back discoveries. We&#8217;re used to looted &#8220;recipes&#8221;, and this same idea can be expanded to this kind of design. Moreover, players could learn a great deal from the world around them.<br
/> Wouldn&#8217;t players want to learn to build taller, multifloored structures? How about being able to study ruins to learn to construct arches?</p><p>There are so many ways to go here, to use a trophy system well beyond personal gear or collectables.</p> ]]></content:encoded> </item> <item><title>By: Faith</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46290</link> <dc:creator>Faith</dc:creator> <pubDate>Fri, 10 Nov 2006 03:57:06 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46290</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Comments [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Comments [...]</p></div> ]]></content:encoded> </item> <item><title>By: Kohs</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46087</link> <dc:creator>Kohs</dc:creator> <pubDate>Thu, 09 Nov 2006 20:01:46 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46087</guid> <description>players do care about housing. but the majority only care as far as their functionality goes.
in SWG, player-cities and houses had little to no function.
i&#039;m talking REAL function. serving an integral role in the game-World.
player cities amounted to little more than customized places to hang out.
they did facilitate Roleplay, but only to an extent. and not much moreso than the 3D graphics facilitated Roleplay.
there were no cities controlling/defending important locations like harbors or mountains rich in resources (in fact, there was no need to defend a city at all, as buildings were unattackable).
their locations, and therefore much of their function was arbitrary.
player houses amounted to little more than extra storage and a decorating mini-game.
characters didn&#039;t need to seek shelter from harsh weather or extreme temperatures. they didn&#039;t need to rest their weary legs, nor their weary heads in a safe and comfortable place.
guild-halls were amounted to little more than player houses with the functionality of forming a guild (which also had little to no TRUE-function in the overall scheme of things).
i realize player-cities and houses in SWG were a popular idea, and that similar mechanics are requested in many other games.
but unless they&#039;re implemented in ways that allow for TRUE functionality, the majority of players will tend to care little about them.
for proof of this, see the many ghost towns littering the landscape of SWG.
(i realize that other factors, like the CU, NGE, ect. contributed to a drop in subscriptions which led to many ghost towns. but ghost towns existed LONG before any of the player exoduses. i was part of a Roleplaying town or two. spending a majority of my time in those towns, i would often only see two or three other characters in town at a time.
in a town of 50 individual houses...
that&#039;s a ghost town.)</description> <content:encoded><![CDATA[<p>players do care about housing. but the majority only care as far as their functionality goes.</p><p>in SWG, player-cities and houses had little to no function.<br
/> i&#8217;m talking REAL function. serving an integral role in the game-World.</p><p>player cities amounted to little more than customized places to hang out.<br
/> they did facilitate Roleplay, but only to an extent. and not much moreso than the 3D graphics facilitated Roleplay.</p><p>there were no cities controlling/defending important locations like harbors or mountains rich in resources (in fact, there was no need to defend a city at all, as buildings were unattackable).<br
/> their locations, and therefore much of their function was arbitrary.</p><p>player houses amounted to little more than extra storage and a decorating mini-game.</p><p>characters didn&#8217;t need to seek shelter from harsh weather or extreme temperatures. they didn&#8217;t need to rest their weary legs, nor their weary heads in a safe and comfortable place.</p><p>guild-halls were amounted to little more than player houses with the functionality of forming a guild (which also had little to no TRUE-function in the overall scheme of things).</p><p>i realize player-cities and houses in SWG were a popular idea, and that similar mechanics are requested in many other games.<br
/> but unless they&#8217;re implemented in ways that allow for TRUE functionality, the majority of players will tend to care little about them.</p><p>for proof of this, see the many ghost towns littering the landscape of SWG.<br
/> (i realize that other factors, like the CU, NGE, ect. contributed to a drop in subscriptions which led to many ghost towns. but ghost towns existed LONG before any of the player exoduses. i was part of a Roleplaying town or two. spending a majority of my time in those towns, i would often only see two or three other characters in town at a time.</p><p>in a town of 50 individual houses&#8230;</p><p>that&#8217;s a ghost town.)</p> ]]></content:encoded> </item> <item><title>By: David (Tal)</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46076</link> <dc:creator>David (Tal)</dc:creator> <pubDate>Thu, 09 Nov 2006 16:21:17 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46076</guid> <description>I have to disagree with you Cael.  A great number of players do care about housing, citybuilding, guildhalls, and so on.  See SL&#039;s huge population.  See player demand for player space stations and capital ships in EVE online, SWG, and before them, Earth and Beyond.  See guild halls being at the top of nearly every guild&#039;s wishlist in EQ2.  Players almost always have a subconscious desire to build and be part of something bigger than themselves, and the game that can achieve that for them will be one that keeps their subscription for a long time to come.
Even if it&#039;s not at the top of their agenda, all those little things add up to a more immersive experience, and they miss them when they&#039;re gone.  Utility will always be top of mind for most players though, so, in terms of civic structures, the majority of civic structures in a city-building metagame should definitely have utility.  The same as if you allow guilds to build guild halls or fortresses or whatever, the things they do should have a benefit for individual players and reason to exist.
In SWG, player cities served several important roles.  First, as a mark of achievement.  People were proud of their cities.  Second, as an economic limiter.  By spreading the population out, and with a very limited ability to shop galaxy-wide, local markets were encouraged, and the game economy (which was crafting-based) could support more crafters.  And finally, as an enabler to roleplaying and general wordly-ness of the game.
There was a lot more that could have been done with them for sure, that would have made them even more central in the life of the every day player, but to say that most players didn&#039;t care is a severe and inaccurate generalization to make.</description> <content:encoded><![CDATA[<p>I have to disagree with you Cael.  A great number of players do care about housing, citybuilding, guildhalls, and so on.  See SL&#8217;s huge population.  See player demand for player space stations and capital ships in EVE online, SWG, and before them, Earth and Beyond.  See guild halls being at the top of nearly every guild&#8217;s wishlist in EQ2.  Players almost always have a subconscious desire to build and be part of something bigger than themselves, and the game that can achieve that for them will be one that keeps their subscription for a long time to come.</p><p>Even if it&#8217;s not at the top of their agenda, all those little things add up to a more immersive experience, and they miss them when they&#8217;re gone.  Utility will always be top of mind for most players though, so, in terms of civic structures, the majority of civic structures in a city-building metagame should definitely have utility.  The same as if you allow guilds to build guild halls or fortresses or whatever, the things they do should have a benefit for individual players and reason to exist.</p><p>In SWG, player cities served several important roles.  First, as a mark of achievement.  People were proud of their cities.  Second, as an economic limiter.  By spreading the population out, and with a very limited ability to shop galaxy-wide, local markets were encouraged, and the game economy (which was crafting-based) could support more crafters.  And finally, as an enabler to roleplaying and general wordly-ness of the game.</p><p>There was a lot more that could have been done with them for sure, that would have made them even more central in the life of the every day player, but to say that most players didn&#8217;t care is a severe and inaccurate generalization to make.</p> ]]></content:encoded> </item> <item><title>By: Cael</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46071</link> <dc:creator>Cael</dc:creator> <pubDate>Thu, 09 Nov 2006 14:58:02 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46071</guid> <description>Amaranthar:
&lt;blockquote&gt;Imagine status symbols in the way of golden statues and marble reliefs, magical wells and gryphon flight towers. Can we imagine this as another aspect of “end game”?&lt;/blockquote&gt;
Not really.  See also SWG where all of this stuff was available and roughly 150 players per server gave a damn about it.  Those were the and wannabe mayors.  Nobody else cared - all they cared about was the utility.  &quot;Does it have a shuttleport, does it have cloning?&quot;
Seriously.  Players do not care, or at least not a significant enough proportion that it is therefore a viable financial decision to waste resources on that stuff.
Also, please bear in mind that city-building scatters populations and impacts on other resource-types (whether mobspawns, mineralspawns or anything else).  Players like accomodation so it needs to be provided, but for the love of all that&#039;s holy, unless you&#039;re also providing strict per capita limits on number of cities, just provide it inside the static NPC cities instead.
Oh, i wandered off-topic again...</description> <content:encoded><![CDATA[<p>Amaranthar:</p><blockquote><p>Imagine status symbols in the way of golden statues and marble reliefs, magical wells and gryphon flight towers. Can we imagine this as another aspect of “end game”?</p></blockquote><p>Not really.  See also SWG where all of this stuff was available and roughly 150 players per server gave a damn about it.  Those were the and wannabe mayors.  Nobody else cared &#8211; all they cared about was the utility.  &#8220;Does it have a shuttleport, does it have cloning?&#8221;</p><p>Seriously.  Players do not care, or at least not a significant enough proportion that it is therefore a viable financial decision to waste resources on that stuff.</p><p>Also, please bear in mind that city-building scatters populations and impacts on other resource-types (whether mobspawns, mineralspawns or anything else).  Players like accomodation so it needs to be provided, but for the love of all that&#8217;s holy, unless you&#8217;re also providing strict per capita limits on number of cities, just provide it inside the static NPC cities instead.</p><p>Oh, i wandered off-topic again&#8230;</p> ]]></content:encoded> </item> <item><title>By: David (Tal)</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46065</link> <dc:creator>David (Tal)</dc:creator> <pubDate>Thu, 09 Nov 2006 13:02:35 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46065</guid> <description>To expand on what I said about &quot;badges&quot; earlier.
Badges should probably take one of two forms.  Either a custom title &quot;Slayer of XXXXX, Defender of XXXXX&quot;, or custom artwork that can be applied by the character.
The way I foresee custom artwork happening would be that every character has certain types of visible items they can wear - like cloaks, tabards, shields, etc.  These items carry stats of course, and have their own artwork (so if I pick up an elven cloak, the initial artwork might be a simple green cloak).  However, based on my achievements (badges), I might be able to choose a different cloak design to display.  So if I&#039;d rescued the Imperial Princess and saved the land from the Demon Lord, I could choose to display that special cloak design instead - purple/gold with the crest of the Empire emblazoned on it perhaps.  My cloak would still have its old elven cloak stats, but because of my achievement, I have the option of having a more unique cloak design.  You could do it with shields or tabards as well in a fantasy game.  In a sci-fi game it would depend on the flavor but I&#039;m pretty sure that there would be two or three pieces where this would work.
As a side note this is also a great way to allow people to show guild affiliation - in fact I believe it&#039;s how EQ2 is handling guild cloaks in the new expansion.  Basically it would be like giving all tabards in WoW stats, and then allowing the player the option to display the base item graphic or their guild tabard graphic instead.</description> <content:encoded><![CDATA[<p>To expand on what I said about &#8220;badges&#8221; earlier.</p><p>Badges should probably take one of two forms.  Either a custom title &#8220;Slayer of XXXXX, Defender of XXXXX&#8221;, or custom artwork that can be applied by the character.</p><p>The way I foresee custom artwork happening would be that every character has certain types of visible items they can wear &#8211; like cloaks, tabards, shields, etc.  These items carry stats of course, and have their own artwork (so if I pick up an elven cloak, the initial artwork might be a simple green cloak).  However, based on my achievements (badges), I might be able to choose a different cloak design to display.  So if I&#8217;d rescued the Imperial Princess and saved the land from the Demon Lord, I could choose to display that special cloak design instead &#8211; purple/gold with the crest of the Empire emblazoned on it perhaps.  My cloak would still have its old elven cloak stats, but because of my achievement, I have the option of having a more unique cloak design.  You could do it with shields or tabards as well in a fantasy game.  In a sci-fi game it would depend on the flavor but I&#8217;m pretty sure that there would be two or three pieces where this would work.</p><p>As a side note this is also a great way to allow people to show guild affiliation &#8211; in fact I believe it&#8217;s how EQ2 is handling guild cloaks in the new expansion.  Basically it would be like giving all tabards in WoW stats, and then allowing the player the option to display the base item graphic or their guild tabard graphic instead.</p> ]]></content:encoded> </item> <item><title>By: Amaranthar</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46017</link> <dc:creator>Amaranthar</dc:creator> <pubDate>Wed, 08 Nov 2006 20:49:37 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46017</guid> <description>&lt;blockquote&gt;Housing is a niche channel with a high bandwidth. Equipment is a mainstream channel with low bandwidth. They both have a place.&lt;/blockquote&gt;
I agree. But lets go farther. Guild housing, holds and keeps, has an even bigger place &lt;strong&gt;if&lt;/strong&gt; the game is tailored to social organizations, expanding even as far as city building. Imagine status symbols in the way of golden statues and marble reliefs, magical wells and gryphon flight towers. Can we imagine this as another aspect of &quot;end game&quot;?</description> <content:encoded><![CDATA[<blockquote><p>Housing is a niche channel with a high bandwidth. Equipment is a mainstream channel with low bandwidth. They both have a place.</p></blockquote><p>I agree. But lets go farther. Guild housing, holds and keeps, has an even bigger place <strong>if</strong> the game is tailored to social organizations, expanding even as far as city building. Imagine status symbols in the way of golden statues and marble reliefs, magical wells and gryphon flight towers. Can we imagine this as another aspect of &#8220;end game&#8221;?</p> ]]></content:encoded> </item> <item><title>By: StGabe</title><link>http://www.raphkoster.com/2006/11/06/trophy-equipment/comment-page-1/#comment-46012</link> <dc:creator>StGabe</dc:creator> <pubDate>Wed, 08 Nov 2006 20:01:01 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/2006/11/06/trophy-equipment/#comment-46012</guid> <description>In some respects you could say that combat stats and the in-game value of trophy items along with the trophy-aspect of demonstrating an accomplishment are mutually reinforcing.  I will care more about looking at a players equipment or about obtaining equipment if I know that it demonstrates an achievement and I am also more likely to care about and notice achievements if they exist as an object that I already care about because of its in-game value.
It may not be ideal but I think it sort of works.  The problem with housing is that most people don&#039;t go visiting other people&#039;s houses.  They do notice your equipment when they run by you.
Housing is a niche channel with a high bandwidth.  Equipment is a mainstream channel with low bandwidth.  They both have a place.</description> <content:encoded><![CDATA[<p>In some respects you could say that combat stats and the in-game value of trophy items along with the trophy-aspect of demonstrating an accomplishment are mutually reinforcing.  I will care more about looking at a players equipment or about obtaining equipment if I know that it demonstrates an achievement and I am also more likely to care about and notice achievements if they exist as an object that I already care about because of its in-game value.</p><p>It may not be ideal but I think it sort of works.  The problem with housing is that most people don&#8217;t go visiting other people&#8217;s houses.  They do notice your equipment when they run by you.</p><p>Housing is a niche channel with a high bandwidth.  Equipment is a mainstream channel with low bandwidth.  They both have a place.</p> ]]></content:encoded> </item> </channel> </rss>
