Quote:Original post by Turd Burger
I like the badge of shame idea you came up with - though I fear that the players could easily create a new character or find a way of clearing their own reputation (which is after all, just another stat).
Right. You don't really have a way to ensure that each unique account also represents a unique player. Having a subscription model mitigates this somewhat because it costs money to get a new account, but some people have money to burn, too.
That's why I think you have to enable community self-policing as much as possible. You can't control players' behavior, but you can enable players to control whom they play with, and under what rules.
I think it would be interesting to experiment with turning the concept of progress on its head. In a normal MMORPG situation, progress is measured by your experience level. If you're level 10 and you see a level 70, it's clear that he's progressed further than you. You might be inclined to think he's "better" than you... or at the very least, "more accomplished".
So we can say a player has some "units of progress" -- levels, in this case -- by which to compare himself to other players. More units of progress is considered "better". In an MMORPG, the units of progress are levels, and importantly, they are awarded by the game.
What if the units of progress were instead awarded by the community?
By way of example, let's say you're making a traditional RPG: you kill monsters and take their stuff, explore dungeons, form parties, and accomplish quests. But what if, instead of the game awarding level-ups when you've killed enough monsters, it was your party members who had to award you level-ups, perhaps via private ballot or something similar?
You still have to resolve what it costs a player to award something like that to another player; that cost establishes what a player needs to do to earn his level-up. But now that the gatekeeper is an unpredictable human, instead of a predictable computer, it becomes much more difficult to succeed by simply hacking a save file. Now, if you're really intending to cheat, you either have to build a network of people with whom to do so, or you have to engage in some clever social engineering. Either way, you participated in and contributed to the community, which is the fundamental interaction of the game.
This is all very hand-wavy and probably has a million holes in it, though. :(