Perception of Player control
Posted: Sat Aug 09, 2008 2:26 am
I want to question the role players have and can have in Ryzom and in any mmorpg. How much of an impact should a player realistically be able to have in the virtual world that he/she plays in?
Is it a question of allowing players more actual control over what happens in game or is it just the perception of that control and a sense that what they are doing is really effecting things that is important?
I don't think that players should have too much actual control or impact in game. You can draw a lot of comparisons to the way humans govern themselves and how they effect the world and how they treat each other in real life.
I'd suggest it's human nature for imbalance and instability to occur. We are far too diverse and have such wildly different views on life and what is important in our lives for us to ever be all equal, for absolutely everyone to have a fair go at a decent standard of life. Which in terms of a game and what developers need to keep their subscription base, they need everyone to feel like they are succeeding. If one faction was succeeding to the point that the opposing faction is left with less than 20% of the outposts for example, is that too much control in the hands of the players. Or should developers make it seem like the players are more evenly matched and force the Outpost possession to between 45-65%, so both factions experience winning on a regular basis.
In terms of the progression of the storyline. When we had to protect the King in the Matis Arena and kill the rogue in black Aen armour. We were lead to believe we had the choice to kill either the king or the rogue. But in fact the dev's weren't only making sure it was impossible to kill the king, but were controlling the HP of the rogue, regenerating her HP at will, making it take considerably longer to kill her.
At the time we didn't know this of course and we didn't need to, everyone enjoyed the event and everyone believed that they played their role in it.
So do you think an entirely player driven and interactive virtual world is possible and sustainable?
Is it a question of allowing players more actual control over what happens in game or is it just the perception of that control and a sense that what they are doing is really effecting things that is important?
I don't think that players should have too much actual control or impact in game. You can draw a lot of comparisons to the way humans govern themselves and how they effect the world and how they treat each other in real life.
I'd suggest it's human nature for imbalance and instability to occur. We are far too diverse and have such wildly different views on life and what is important in our lives for us to ever be all equal, for absolutely everyone to have a fair go at a decent standard of life. Which in terms of a game and what developers need to keep their subscription base, they need everyone to feel like they are succeeding. If one faction was succeeding to the point that the opposing faction is left with less than 20% of the outposts for example, is that too much control in the hands of the players. Or should developers make it seem like the players are more evenly matched and force the Outpost possession to between 45-65%, so both factions experience winning on a regular basis.
In terms of the progression of the storyline. When we had to protect the King in the Matis Arena and kill the rogue in black Aen armour. We were lead to believe we had the choice to kill either the king or the rogue. But in fact the dev's weren't only making sure it was impossible to kill the king, but were controlling the HP of the rogue, regenerating her HP at will, making it take considerably longer to kill her.
At the time we didn't know this of course and we didn't need to, everyone enjoyed the event and everyone believed that they played their role in it.
So do you think an entirely player driven and interactive virtual world is possible and sustainable?