Post by Azherae on 2023-07-01 13:54:24
Ok Intrepid I'll keep this short since it is broader reaching and either something that Steven doesn't 'get' or doesn't care about. At this point I'm seriously hoping it's the latter actually, because fixing the damage being done by him not 'getting' it is way worse than being able to double down.
An MMORPG is at best a simulation of a world not a world. Fantasy worlds do not have player serfs for a reason.
A human living their miserable life takes up arms and plans a revolt when there is a critical mass of people who will manage to revolt without dying or when their life is no longer worth it to them. An MMO player living their miserable ingame life leaves the game.
Necessity and suffering/constant frustration are not motivating factors for the majority of players. If you only desire the truly 'hardcore' for whom these are endless motivations, great, ignore the rest.
MMORPGs therefore tend to simulate a reality in which the player, at least, has agency and opportunity and is happy. This is a scale. PvP games automatically are toward the 'Necessity' part of that scale. Some balance this by adding more opportunity and reducing necessity through matchmaking. You don't have the second option.
You need to factor this for every aspect of your game. Either reduce Necessity or increase Opportunity. Not everyone needs to get everything, but they all need to feel like they get something. Here is where your Open PvP Oceans and 'Hard to Get Freeholds' fall short in the eyes of players, and where your Corruption system was always tenuous.
People look at those systems and see you creating Necessity but where their Opportunity is controlled by someone else. Reality had a whole war about this somewhere around 250 years ago. Opportunity won, I think.
I have no reason to go into this more because I don't have any reason to think it will matter, this is a 'just in case' post. For all I know it's already completely factored and this is definitely the way Steven wants it or believes it will work because of something we don't know about or just 'believes it will work'.
But every single point of Econ in MMOs is colored by this specific thing, it is the point where the parallels to reality break down the fastest and in my personal experience it is the place you have to know/learn what to do the fastest. It's so complex that I've considered writing a book on it more than once.
But since I haven't released a successful fantasy MMORPG, I don't feel I'm qualified yet.
For all of you who do the thing, that line above. Quote that one. It's there for you.
And then argue about the next line.
Steven hasn't either.
An MMORPG is at best a simulation of a world not a world. Fantasy worlds do not have player serfs for a reason.
A human living their miserable life takes up arms and plans a revolt when there is a critical mass of people who will manage to revolt without dying or when their life is no longer worth it to them. An MMO player living their miserable ingame life leaves the game.
Necessity and suffering/constant frustration are not motivating factors for the majority of players. If you only desire the truly 'hardcore' for whom these are endless motivations, great, ignore the rest.
MMORPGs therefore tend to simulate a reality in which the player, at least, has agency and opportunity and is happy. This is a scale. PvP games automatically are toward the 'Necessity' part of that scale. Some balance this by adding more opportunity and reducing necessity through matchmaking. You don't have the second option.
You need to factor this for every aspect of your game. Either reduce Necessity or increase Opportunity. Not everyone needs to get everything, but they all need to feel like they get something. Here is where your Open PvP Oceans and 'Hard to Get Freeholds' fall short in the eyes of players, and where your Corruption system was always tenuous.
People look at those systems and see you creating Necessity but where their Opportunity is controlled by someone else. Reality had a whole war about this somewhere around 250 years ago. Opportunity won, I think.
I have no reason to go into this more because I don't have any reason to think it will matter, this is a 'just in case' post. For all I know it's already completely factored and this is definitely the way Steven wants it or believes it will work because of something we don't know about or just 'believes it will work'.
But every single point of Econ in MMOs is colored by this specific thing, it is the point where the parallels to reality break down the fastest and in my personal experience it is the place you have to know/learn what to do the fastest. It's so complex that I've considered writing a book on it more than once.
But since I haven't released a successful fantasy MMORPG, I don't feel I'm qualified yet.
For all of you who do the thing, that line above. Quote that one. It's there for you.
And then argue about the next line.
Steven hasn't either.