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Feb 13, 2005



The "gamier" we make the worlds, the less this will be true.



I agree with Raph but you could also use some "gameish" parts to lure in every kind of players and then show to all of them how much "world" games are way more compelling, deep and, ultimately, fun.

My bet is that the exact same huge audience can appreciate the other type of game. When done right.


One of the reasons players get the "brothers in arms" feeling from pen and paper RPG's is that players almost always depended on each other, and of course they've actually met in real life.

MMOG's today have to play to a different element - the soloist. This is almost out of necessity too, since making newbies dependent on their ability to form groups out of total strangers, most of whom will not be repeat partners, makes for a VERY steep beginning curve.

My personal experience is in MUDs. I've played most of the code bases and play styles. The muds that restricted the soloist in some way, like Achaea (might have heard of that one) made me wish I depended less on this group of strangers I might not even want as friends.

On the other hand, MUDs that allow full soloing leave me wanting something more... like membership in a group or organization. After all, if all you do is solo, you take the MMO out of MMOG.

The best answer I've seen is optional clans. The guilds of Achaea are, IMO, too restrictive, since you must play by their rules to have a class. Optional clans who have an ideal, a personality or reputation, or an RP purpose usually give players a place to form a group of comrades.

These clans don't force you to make friends to progress, but they do give you a group of like-minded people that you grow closer to slowly... like in real life. That's what I've found to be true.

My MUD experience has even worked in the reverse of your pen and paper one... I've made real-life friends from the people I met in optional clans. That's proof enough for me that it works.

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