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The Evolution of Social Bonds in MMOs

4: Adsense

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#21 Caldenfor   Members   


Posted 08 September 2012 - 08:54 AM

That's such a great idea I would like to implement in my MMORPG construction kit, if you don't mind Posted Image

It is the world's idea now.

Guild Wars 2 already implemented something similar. So its not a new idea.

I never claimed it to be entirely unique or all that original. What did Guild Wars 2 do out of curiosity? I don't even see it as an MMORPG, an MMO and an RPG, sure.

Edited by Caldenfor, 08 September 2012 - 08:56 AM.

#22 bwight   Members   


Posted 09 September 2012 - 09:53 AM

Personally, I would enjoy a MMO which practically requires mutualism, but is also a persistent world where structures are player-made. If you lived in a community, not only would you be hanging out with nearby people, which means that you aren't hooking up with random strangers, but you can also help them out. Moreso, it would be good if low-level people can also contribute to other people. There are things that high level people can do that low level people can't, but there are things that both high and low level people need to do.

Yeah i think this was kind of my point a little. I believe that a successful MMO needs a strong community. I believe that a strong community requires that people help each other and that not everyone can do everything themselves. I don't like the multiple talent trees so that healers and tanks can be DPS to level etc. Now a healer doesn't need a group a tank doesn't even have to tank anything until the max level. Making classes have special utilities that other classes don't have is vital to creating a community as well because it forces people to work together.

You make an interesting point that maybe lower level characters should also be able to help with something. I'm not quite sure how that would work but I think it fits, I mean in the real world you might not a 5 yr old helping someone with something but once people get to 20-30 they can start helping people who are much older. Not sure how the mechanics of it would work but the idea is pretty solid.

#23 supageek   Members   


Posted 30 September 2012 - 06:01 AM

I think all MMO's should be taking a lesson from E.V.E., the game was built to allow players to be in control, not leaning on the idea of quests and raids and loot, but on a player dictated game world. This keeps the game from becoming boring as things are always changing and keeps players interacting with each other, there's no way around it.

Design an MMO with that philosphy in mind, a world that is blank and is to be builtamd controlled by the players. Minecraft does this to a degree but without dedicated servers, it lacks the "Massive" part of MMO, and is instead confined to many singular experiences or small groups.

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