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About LynxJSA

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  1. LynxJSA

    Gender of Main Character in RPG

    To me, my character in an MMO is the same as the white blob at the bottom of the screen in Space Invaders - it's my 'ship.' If I could paint massive flames across the sides and a great big shark mouth on the front, I would. Since those options aren't available to me in MMOs, I go with what's available. That basically means most of my characters will be red-headed archer chicks that look like they just came out of an Awesome Abs exercise video. I'm a male and I'm more than comfortable with that. :) Actually, a few MMOs recently offered tattoo options, so I have been able to achive that 'flames up the sides' look as well, which makes me happy and full of glee. :)
  2. LynxJSA

    Card/Board Games Can, Video Games Can't

    Quote:Original post by drakostar I hate to keep banging the drum of Darklands, but it really fits here. Darklands used a system for encounters and city exploration that looked like a Choose Your Own Adventure book: text description, and a series of choices presented over a background image. After a choice was selected, the system could do any kind of calculations to determine success or failure (typically skill checks), and then present you with an outcome, which was sometimes dumping you into combat mode. So creating a totally new situation just required writing the text, making a few backgrounds, and adding some simple code. And it really, really works. Not a bad drum to keep banging at all. :)
  3. LynxJSA

    Card/Board Games Can, Video Games Can't

    It also has to do with how computer games are an exception in the entire history of games themselves. Games are inherently multiplayer, pretty much since the beginning of time. Yes, single-player games have developed from multiplayer games, such as solitaire card games, but for the most part games are multiplayer. With electronic devices, it's different. Mattel's handheld Football, the Sargon series, CRPGs, etc... computers great and small created a world of games unlike what has existed in the past - single-player games. As a result of the single-player design, a different approach has been taken with them. The approach most common is that of the player rising to be the hero against the electronic opposition. Video games also have to move in the direction of creating an immersive environment because it lacks the engaging physical activities that a board game has. In a board game, you often roll dice, flick a spinner, flip cards or move pieces. There are a lot of aspects that cannot be reproduced in a video game. You cannot reproduce the dice in your hands and the anticipation of that roll. You cannot reproduce seeing the awesome card you flipped and slowly revealing it to your opponent. You also don't have an opponent that is going to be affected by your actions, nor do you even care if the computer feigned being affected. The personal and 'real' aspect of board games simply isn't there no matter how many cutting edge animations and triumphant fanfares are added. It's the nature of creating single-player games. A good single-player video game is more a good toy than a good game.
  4. LynxJSA

    Why do devs not want customer feedback?

    "The developers of any of these programs could easily send me a link to a survey about what features to add, change, or remove in the next version." "Programs that provide online customer support usually go out of their way to not provide any avenue for people to make suggestions or complaints about the program's design." All developers will have an email address for comments and feedback. Most have a support ticket system. "I was asked to be a playtester for a beta version of an MMO, but it turns out they only wanted us for load testing and more raw data for their diagnostic software, they did not provide any avenue to report bugs or make suggestions." That was the goal of that phase. The other stages of beta were for bug reports and often different people were picked for those phases. "It's true that 80% of people are stupid, but if 50% or more of users hate something in a piece of software it should be changed..." The problem there is that you probably don't have data to back your anecdotal or perceived "50%". "Half my guild" isn't sufficient data to support such a claim. Caffeine's post ( ) seems to have summed it all up the best. " Sorry but I laughed out loud at that. I have never played an MMO that hasn't had at least two elements that had been horribly broken for more than a year. To me that says devs do not have a finger on the pulse of their players' dissatisfaction." Abnd you just reinforced why devs probably only bring you on for load testing and not for any actual feedback. "Okay, I think that I understand better now why this is. I also think it's fascinating what no one has said. No one has suggested the lead developer is an artist who wants to maintain his artistic integrity and not allow his vision to be compromised, which was the first thing I cam up with when imagining, if I was the developer, why would I possibly not want feedback?" While that has happened in a few cases with MMOs, it is not the norm. Oluseyi explained the position well in the post above. "And a daydream-type idea: some kind of game where subscribing or donating confers a certain amount of votes or developer attention span which the person can use to shape the game they way they want. Democratic game development?" Play EVE and join the Council of Stellar Management. Play ATITD and work towards creating new laws. It's not a daydream. It's reality. They're not democracies but that's a good thing - democracy has never proven to be a good form of government.
  5. Quote:Original post by Kest Personally, I think most of the appeal of this type of combat is that it's self-sustaining. You don't have to run around, micro-managing everything during the battle. You strategize, lay things out, then sit back and watch the enemy die by the thousands. ... It's just my opinion, but I think this is why most people like this type of game over typical combat. It's more about strategic design than combat management. You have described my fascination with them perfectly. :) I think I've played a good hundred hours Bloons and Flash Element TD so far this year.
  6. Quote:Original post by Extrarius Quote:Original post by LynxJSA [...]Your entire source refers to subscription and pre-purchase models and is a very different scenario than the way Item malls work - someone opting to buy something they intend for immediate use. The former is, as you described, an expense already paid and the feeling of obligation to use it. The latter is more of an impulse buy and a conscious decision to use it - it's something you are purchasing now solely because you decided you want to use it right now. Follow?My experience doesn't match with your explanation. People don't make tactical decisions to buy items, they impulse buy and then keep playing to "get their money's worth" out of however much they just blew on the game. IME, very few consumers are as deliberate in their purchases as you seem to believe they are. We both agreed that item mall purchases are impulse buys, so I am not sure where you feel we are in disagreement. Do you have an example of an Item Mall MMO where people make purchases of long term items? To the best of my knowledge, most of the items in that type of business model are consumables. They are short duration and limited use items. The ones that are not are the aesthetic items, where it has zero value within the game context. Are you finding that people are buying consumables in bulk in your game? If so, is it a general practice or a select few? If a select few, is it possible those players are just doing so to resell the items ingame? An example of that would be Ultima Online where people legitimately buy quantities of UO Game Codes in order to sell the tokens ingame for game gold.
  7. LynxJSA

    Offense vs Defense: Why Bother?

    With only one value, it basically becomes a rating/ranking system where only the unit with the highest number is worth using. The more modifiers and variables there are, the more choices the user has and the more diverse the viable strategies are that one can use.
  8. Cool article - thanks for the link!
  9. Quote:Original post by PaulCesar That really sounds one and the same to me. You are saying that its one thing to feel obligated to use an item [in a game] because you paid for it, but your not obligated to play a game because you paid for it? That is some strange logic you have going there bub. Your entire source refers to subscription and pre-purchase models and is a very different scenario than the way Item malls work - someone opting to buy something they intend for immediate use. The former is, as you described, an expense already paid and the feeling of obligation to use it. The latter is more of an impulse buy and a conscious decision to use it - it's something you are purchasing now solely because you decided you want to use it right now. Follow?
  10. Quote:Original post by DarkHorizon Are they much different than, say, products in convenience stores? Typically a salesman will pay so much to have their product displayed in-store, whether physically on the stock shelf, or virtually in cardboard cutout ads on walls/counter/cash register/whatever. That the salesman is paying for the facing of his product makes sense; are products sold in video game stores that much different? A salesman doesn't pay to have his product put on a shelf in your convenience store. As QF stated, the displays, signage, endcaps, etc are all very different from standard shelf space.
  11. LynxJSA

    Pr, Marketing, and even posting here?

    I think JBAdams' post was some great advice. Also, when making a variant of an existing game, it really needs to be easy to play than the previous version or more compelling/engaging than the previous versions, otherwise there is little incentive forpeopel to want to play it. Identify what makes your game unique, what makes it different and what you feel makes it more fun to play than just the latest incarnation of Space Invaders. Push those aspects of the game. Soooo.... hook us up with a link to it! :)
  12. That's a very diffrent situation, though, than "I think it's part of people justifying their expenditure. If you're paying every month for a service, in order to justify it to yourself you have to make the most of it. Any time spent NOT using that service is money down the drain." You're talking about someone opting to buy a new item (armor, weapon, outfit, etc) or buff (xp, speed, pet, etc) and then enjoying the item they bought, whereas he was saying the reason people continue playing MMOs was because they are paying a subscription for a service and then feeling like they're obligated to play the game since it is already paid for.
  13. Quote:Original post by Dinner Dunno if its the cost though... I don't beleive it's the cost either, because then how does one explain F2P MMOs like Maple Story and Runescape?
  14. Quote:So you think people won't buy old games because of the graphics, but they will still buy a new game if the graphics are bad? How does that make sense? You are either twisting words or you simply just do not understand this at all. Graphics on a GBA may be lower quality than a movie or a console game but as long as they are good quality for current tech (the GBA) people find that acceptable. They do not perceive graphics on their handheld to be 'bad' if they are on par with the tech. Now, if you release a monochrome game for GBA, will people buy it? Most likely, no. The graphics are behind the tech for that device. EDIT: I read through the rest of your response and either you are either being completely obtuse or you just don't understand any of this - not the consumer behavior... not the marketing aspect... none of it. Rather than pursue this any further, I'm going to just agree to disagree and head on out. Good luck.
  15. The text below is what I was able to find on Runescape for you. Since EVE Online runs on the largest supercomputer in the gaming industry ( Source: ) and they have only now managed to get one blade to handle 1400 users at once, I'm inclined to believe that when JaGeX talks about servers they are not talking about one physical machine. If they are, then that's some extremely impressive tech they have going on over there. RuneScape servers are located in seven countries; USA, Canada, United Kingdom, Netherlands, Australia, Finland, and Sweden. There are about 140 RuneScape servers located throughout the world, which are numbered and referred to as worlds by players and by Jagex. The servers use Unix, Debian GNU/Linux, and Cisco IOS software,[20] and they are located in the United Kingdom, the United States, Canada, the Netherlands, Australia, Sweden, and Finland.[21] Historically, servers have been located in areas where they will provide the best connection for players in a cost-effective manner. Servers are moved or added as the need arises.[22] Each of the RuneScape servers allows 2,000 players to connect simultaneously, allowing a maximum capacity of approximately 280,000 players online at any given time. The servers are divided into free servers, accessible to all players, and member's servers, accessible only by those players who choose to pay a monthly fee for additional content. Unlike many other MMORPGs, RuneScape characters are not bound to a particular server, but rather can switch freely among the servers each time they access the game.[23] Some servers are given suggested activity labels, allowing players performing tasks that require or are made easier by group participation, such as mini-games, to more easily find each other.[24] In addition to the RuneScape servers, there are two members-only servers for RuneScape Classic, both located in the United Kingdom. Each of these is limited to 1,250 players, allowing a total number of 2,500 simultaneous RuneScape Classic players. Source:
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