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What side of MMORPG design do you stand on?

Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
edited February 2019 in The Pub at MMORPG.COM
1. Horizontal progression/shallow progression vs. vast vertical progression.

2. Levels vs. no levels/no power platform levels.

3. Simulation vs. game first.

4. No death penalty or harsh death penalty.

5. Forced grouping vs. optional grouping/solo play.

6. Player housing or no player housing. 

7. Open World PvP vs. restricted PvP or no PvP.

8. Full loot vs. limited or no looting.

9. Hard difficulty vs. easy difficulty. 

10. Questing vs. MOB grinding.

11. PvE having best drops vs. crafting making best gear.

12. Questing/kill based advancement vs. usage base advancement.

13. themepark vs. sandbox.

14. End game vs. no end game.

15. Cash shops vs. cosmetic or no cash shop.

16. F2P vs. B2P vs. P2P.
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Comments

  • ScorchienScorchien Member LegendaryPosts: 8,914
    edited February 2019
     1. Vertical
     2. there is no such thing as a game without levels ..(some do a much better job of hiding it is all) outside of say Second Life .. imo
     3.Game First
      4.Harsh Death Penalty... or it feels there is no risk/reward imo
     5. there has to be some forced group content in a true MMO imo
     6.Player Housing ... non instanced ... Instance housing is shit ...
     7.Open World , really adds to the immersion and sense of danger for me ...
    8.any of these options work for me
    9.Hard
    10.i like a combiantion of quest/grind .. to much of either becomes boring..
    11.PVE drops
    12.i do kinda leaned towars the usage  UO  for ex..
    13.Sandbox ..
    14. all games have endgame .. some are done better than others
    15. Cosmetic does not bother me and a good way for dev to make money
    16.p2p...  seem to have better communties ime .. F2P attracts some real shitheads..
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 16,983
    1. Horizontal progression/shallow progression vs. vast vertical progression. Vertical

    2. Levels vs. no levels/no power platform levels.- Levels or Skills (not necessarily levels)

    3. Simulation vs. game first. (Sim)

    4. No death penalty or harsh death penalty. (Medium)

    5. Forced grouping vs. optional grouping/solo play. (A combo but certainly some content designed for full groups)

    6. Player housing or no player housing.  Housing

    7. Open World PvP vs. restricted PvP or no PvP. I like the DAOC model

    8. Full loot vs. limited or no looting. Medium

    9. Hard difficulty vs. easy difficulty.  On a scale of 10 I’d like a 7

    10. Questing vs. MOB grinding.  Both

    11. PvE having best drops vs. crafting making best gear. Intwined. Crafting could be best bu5 require ultra rare PvE mats

    12. Questing/kill based advancement vs. usage base advancement.- Prefer useage

    13. themepark vs. sandbox.- Sandpark

    14. End game vs. no end game.- Similar to last question. A combo.

    15. Cash shops vs. cosmetic or no cash shop.- None

    16. F2P vs. B2P vs. P2P. - Subscription 

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  • WizardryWizardry Member LegendaryPosts: 19,332
    edited February 2019
    Game design is not as simple as either or,any idea can work if the developer knows what they are doing and willing to put in the effort,otherwise any idea can also fail badly.
    Since we have already gone through several phases of copy cat game design,it is well past the time developers put some actual creativity and immersion into the games.

    Instead they want to sell us same old boring and hand holding designs.What i see is devs just like gamer's just aiming at the new trend,the market because that is where the current money is.Some are just slow at getting to the market and is why we see so many copy cat games still coming out years later.

    There is a lot of people with creative ideas out there and a lot of excellent coders but it all comes from the top,the business side,they don't sit there thinking "hmm what kind of great game can we build".Instead they  think "hmm BR's are doing really well,let's make one or Diablo was a great seller,let's make our own spammy mindless game" or Moba's are top of the food chain,let's make one.

    So how can we get developers to go outside the box and be creative and give us something DIFFERENT,well since these are all businesses first and games second,it is VERY tough to expect very much.


    Never forget 3 mile Island and never trust a government official or company spokesman.

  • CryomatrixCryomatrix Member EpicPosts: 3,223
    Not all things are binary choices:

    Things i care about.

    Sandbox, death penalty, non instanced housing, hard, differing difficulty levels, many roles, f2p w/cosmetic shop like path of exile, multiple end games, best gear crafted and from drops, restricted pvp, dont care about level system, just have good customization, if every char has same skills and gear, it is boring. 
    PhryKyleran
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  • ScotScot Member LegendaryPosts: 22,955
    edited February 2019
    1. A mixture of - Large vertical against PvE, shallow against PvP.

    2. Levels or skills and powers from XP.

    3. A mixutre of - Simulation vs. game first.

    4. Mild(ish) death penalty.

    5. Co-op grouping (its not "forced" in Co-op games is it)?

    6. Player housing, but that can be a goal after launch. More important is guild HQ.

    7. Realm versus Realm

    8. No looting.

    9. Middling difficulty. 

    10. Questing.

    11. PvE drops, which then need to be given a crafted makeover to be the best gear.

    12. Questing advancement for level, skill use for skills up to a maximum. 

    13. Theme park meat in a sandbox bread, the MMORPG Sandwich.

    14. End game, raids etc.

    15. Cosmetic cash shop only.

    16. Subscription only not "P2P". 

  • PalebanePalebane Member RarePosts: 4,011
    edited February 2019
    1. Horizontal progression/shallow progression vs. vast vertical progression.. Both

    2. Levels vs. no levels/no power platform levels. Both

    3. Simulation vs. game first. Somewhere in the middle

    4. No death penalty or harsh death penalty. Somewhere in the middle

    5. Forced grouping vs. optional grouping/solo play. Forced with the exception of one or two classes/builds who can struggle to solo some content.

    6. Player housing or no player housing. No

    7. Open World PvP vs. restricted PvP or no PvP. One pvp server. No balance.

    8. Full loot vs. limited or no looting. One item from inventory.

    9. Hard difficulty vs. easy difficulty. Options for both

    10. Questing vs. MOB grinding. Both

    11. PvE having best drops vs. crafting making best gear. PvE

    12. Questing/kill based advancement vs. usage base advancement. Both

    13. themepark vs. sandbox. Both

    14. End game vs. no end game. Lol, endgame. Endgame starts at the beginning.

    15. Cash shops vs. cosmetic or no cash shop. No cash shop. Character services are free.

    16. F2P vs. B2P vs. P2P. B2P with optional sub

    Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.

  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Wizardry said:
    Game design is not as simple as either or,any idea can work if the developer knows what they are doing and willing to put in the effort,otherwise any idea can also fail badly.
    Since we have already gone through several phases of copy cat game design,it is well past the time developers put some actual creativity and immersion into the games.

    Instead they want to sell us same old boring and hand holding designs.What i see is devs just like gamer's just aiming at the new trend,the market because that is where the current money is.Some are just slow at getting to the market and is why we see so many copy cat games still coming out years later.

    There is a lot of people with creative ideas out there and a lot of excellent coders but it all comes from the top,the business side,they don't sit there thinking "hmm what kind of great game can we build".Instead they  think "hmm BR's are doing really well,let's make one or Diablo was a great seller,let's make our own spammy mindless game" or Moba's are top of the food chain,let's make one.

    So how can we get developers to go outside the box and be creative and give us something DIFFERENT,well since these are all businesses first and games second,it is VERY tough to expect very much.


    I am not really focusing on game design just to see where people stand on the typical issues.
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    1. Horizontal progression/shallow progression vs. vast vertical progression.  

    Shallow progression that adds depth to characters vs.  numbers.

    2. Levels vs. no levels/no power platform levels.

    Depends on the game.  I tend to like lack of artificial lower tied to levels.

    3. Simulation vs. game first.

    I'd say middle of the road. 

    4. No death penalty or harsh death penalty.

    Death should meaningful but not rage quitting.

    5. Forced grouping vs. optional grouping/solo play.

    I am in optional grouping.  It should be effective to group but don't want to bog down my gaming finding a group.

    6. Player housing or no player housing. 

    I'd prefer open world housing in a large enough world to support it and making a home/business useful.

    7. Open World PvP vs. restricted PvP or no PvP.
    Restricted open world PvP.  It has to be meaningful and no major power gaps


    8. Full loot vs. limited or no looting.

    I lean more towards limited with special items not being lootable.

    9. Hard difficulty vs. easy difficulty. 

    I think games should have all levels of difficulty and not just end game.

    10. Questing vs. MOB grinding.

    I like to br able to do both but prefer neither.

    11. PvE having best drops vs. crafting making best gear.

    I would say crafting should be the best outside of unique items.

    12. Questing/kill based advancement vs. usage base advancement.

    I prefer shallow progression through questing for abilities.

    13. themepark vs. sandbox.

    Both. Special themepark areas to push a narrative and the rest sandbox with procedural for mundane task.

    14. End game vs. no end game.

    No true end game as you are doing what is typically end game from the start.

    15. Cash shops vs. cosmetic or no cash shop.

    No cash shops preferred. 

    16. F2P vs. B2P vs. P2P.

    P2P or subscription.
  • TheocritusTheocritus Member LegendaryPosts: 9,751
    1. Horizontal progression/shallow progression vs. vast vertical progression.  Both

    2. Levels vs. no levels/no power platform levels.   Levels

    3. Simulation vs. game first.   Game first

    4. No death penalty or harsh death penalty.   If PVE, decent death penalty

    5. Forced grouping vs. optional grouping/solo play.  Grouping is preferred, not required.

    6. Player housing or no player housing.   Doesnt matter

    7. Open World PvP vs. restricted PvP or no PvP.  No PVP

    8. Full loot vs. limited or no looting.  No PK looting

    9. Hard difficulty vs. easy difficulty.  Somewehre in the middle

    10. Questing vs. MOB grinding.  Exploration centered

    11. PvE having best drops vs. crafting making best gear.  Mobs are best drops but rare

    12. Questing/kill based advancement vs. usage base advancement.  Kill based

    13. themepark vs. sandbox.  Mix of both

    14. End game vs. no end game.  End game is OK

    15. Cash shops vs. cosmetic or no cash shop.  Cash shop is fine, not temptation here

    16. F2P vs. B2P vs. P2P.    F2P with cash shop is fine

  • MendelMendel Member LegendaryPosts: 5,609
    I'm more likely to appreciate a simulation over a game, the result tends to feel more 'realistic' to me.  I'm not always in favor of games that artificially restrict players from participating, exactly why can't that 1st level not come along to fight the dragon?  I think it's a bit of a statement on the industry when we (players) focus so much on the cost (Q 15 and 16) and what the game calls itself (Q 13).

    I'm also partial to well-written games in English.  I really don't want to learn another language to play a game, I'm bad with languages and I have the grades to prove it.



    Kyleran

    Logic, my dear, merely enables one to be wrong with great authority.

  • AmatheAmathe Member LegendaryPosts: 7,630
    1. Horizontal progression/shallow progression vs. vast vertical progression.

    Vertical

    2. Levels vs. no levels/no power platform levels.

    Levels

    3. Simulation vs. game first.

    Needs clarification

    4. No death penalty or harsh death penalty.

    Harsh

    5. Forced grouping vs. optional grouping/solo play.

    There is no such thing as forced grouping.  Now I have lost interest in the survey. 

    6. Player housing or no player housing. 

    7. Open World PvP vs. restricted PvP or no PvP.

    8. Full loot vs. limited or no looting.

    9. Hard difficulty vs. easy difficulty. 

    10. Questing vs. MOB grinding.

    11. PvE having best drops vs. crafting making best gear.

    12. Questing/kill based advancement vs. usage base advancement.

    13. themepark vs. sandbox.

    14. End game vs. no end game.

    15. Cash shops vs. cosmetic or no cash shop.

    16. F2P vs. B2P vs. P2P.
    Read more at https://forums.mmorpg.com/discussion/479475/what-side-of-mmorpg-design-do-you-stand-on#gKlHdjbWD8ZusZWQ.99
    PalebaneHatefull

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  • PalebanePalebane Member RarePosts: 4,011
    edited February 2019
    Amathe said:

    There is no such thing as forced grouping.  Now I have lost interest in the survey. 

    Not sure what you mean, having played as a cleric in EQ past level 8. Perhaps the word “forced” is just too harsh. Maybe “unable to advance normally” would be less triggering.
    AlBQuirky

    Vault-Tec analysts have concluded that the odds of worldwide nuclear armaggeddon this decade are 17,143,762... to 1.

  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Palebane said:
    Amathe said:

    There is no such thing as forced grouping.  Now I have lost interest in the survey. 

    Not sure what you mean, having played as a cleric in EQ past level 8. Perhaps the word “forced” is just too harsh. Maybe “unable to advance normally” would be less triggering.
    We all know what forced grouping is.  Never been an issue until a few months ago.  
    Hatefull
  • AmatheAmathe Member LegendaryPosts: 7,630
    Games that have group content are not "forced grouping" games. I have played many such games and no one ever forced me to do anything. 
    Hatefull

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Amathe said:
    Games that have group content are not "forced grouping" games. I have played many such games and no one ever forced me to do anything. 
    You are arguing semantics.  It is like saying there is no such thing as pay to win even though we all have a general idea that is is paying real life money to have a competitive advantage. 

    Just like forced grouping means you are required to group to advanced.  You may not literally be forced but if you want to advance you have to.  I swear people just enjoy being contrary just to make statements.
    [Deleted User]PalebaneHatefull
  • FlyByKnightFlyByKnight Member EpicPosts: 3,967
    If you don't create the perfect MMORPG for the forum members after asking all these questions...  :D :D :D

    1. Horizontal progression/shallow progression
    2. game first
    3. No death penalty (Don't like harsh, I like some penalty)
    4. optional grouping/solo play
    5. Player housing (I like purpose like Archeage though not only cosmetic)
    6. Open World PvP
    7. limited or no looting (i laways feel like full loot is just a way for people to run others out of the game and it's effective)
    8. Hard difficulty
    9. Questing (Good questing that doesn't involve ad nauseam repetition)
    10. crafting making best gear (as long as it's not silly to retrieve items, the difficulty should come accomplishing feats not RNG)
    11. Questing/kill based advancement AND usage base advancement (I like both. One of the Phantasy Star games had this. The more you used a skill the better you got at it and had visual queues to make it worth it)
    12. Sandpark. Open spaces that funnel in an optional direction to unfold stories
    13. End game (There always be deep/layered extracurricular activities before AND after level cap or story completion)
    14. no cash shop - FOH
    15. P2P, Fairly priced + larger user base = everybody is happy.
    "As far as the forum code of conduct, I would think it's a bit outdated and in need of a refre *CLOSED*" 

    ¯\_(ツ)_/¯
  • AmatheAmathe Member LegendaryPosts: 7,630
    Amathe said:

    I swear people just enjoy being contrary just to make statements.
    I recall this was your post and you raising this issue.

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • ShaighShaigh Member EpicPosts: 2,142
    3. Simulation vs. game first.
    Game first
    14. End game vs. no end game.
    Endgame
    5. Forced grouping vs. optional grouping/solo play.
    Multiplayer content
    9. Hard difficulty vs. easy difficulty
    Hard enough to make content interesting
    11. PvE having best drops vs. crafting making best gear.
    I hate crafting
    7. Open World PvP vs. restricted PvP or no PvP., 8. Full loot vs. limited or no looting.
    Restricted to no PvP with no looting, I never cared for owPvP.
    Iselin: And the next person who says "but it's a business, they need to make money" can just go fuck yourself.
  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Amathe said:
    Amathe said:

    I swear people just enjoy being contrary just to make statements.
    I recall this was your post and you raising this issue.
    I never raised an issue.  You had an issue.  I am just asking opinions on what people like in MMORPG and you got triggered over semantics.  You know exactly what I am talking about but decided to make it a triggering issue for you out of context.
    Hatefull
  • deniterdeniter Member RarePosts: 1,430
    1. Vertical progression.

    2. No levels/no power platform levels.

    3. Simulation

    4. Moderate death penalty.

    5. Forced grouping

    6. Player housing would be a nice bonus. 

    7. Restricted PvP or no PvP.

    8. Limited or no looting.

    9. Easy difficulty at first, then gradually increased difficulty.

    10. Questing that involves mob killing in various ways.

    11. Crafting making best gear out of drops from PvE.

    12. Questing/kill based advancement.

    13. Sandpark.

    14. No end game. (The whole game should be your end game).

    15. Cosmetic or no cash shop.

    16. P2P.
  • AmatheAmathe Member LegendaryPosts: 7,630
    Amathe said:
    Amathe said:

    I swear people just enjoy being contrary just to make statements.
    I recall this was your post and you raising this issue.
    I never raised an issue.  You had an issue.  I am just asking opinions on what people like in MMORPG and you got triggered over semantics.  You know exactly what I am talking about but decided to make it a triggering issue for you out of context.
    You asked for our opinions on a list of issues, one of which included as a possible choice the term "forced grouping." Which as you now know is a term I find to be nonsense. 
    MendelHatefull

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  • QuizzicalQuizzical Member LegendaryPosts: 25,351
    1)  I'd prefer horizontal, mainly because it's easier to do it well.  Strong vertical progression makes it easy to push people to do stuff at wildly wrong levels that completely breaks the play balance.

    2)  Prefer a lack of levels, but don't really care.

    3)  It's a game.  Don't make it a bad game for the sake of realism.

    4)  Enough penalty to make you care if you die, but not much more than that.  Don't make a death ruin your day.

    5)  Whatever group content you're going to have, make it easy to get a group.  What's lethal is requiring groups while making it impractical to get a group.

    6)  Don't care, unless it somehow contributes to gameplay.  A Tale in the Desert is the only example I've ever seen of that.

    7)  Make PVP consensual, or at least restricted enough that it doesn't particularly interfere with people who don't want to PVP.

    8)  No looting other players.

    9)  Adjustable difficulty, with rewards that scale strongly enough with difficulty to encourage players to try relatively challenging things.

    10)  Questing

    11)  Depends on whether crafting is interesting.  If crafting is going to be some awful grind or no real content there, then don't force people to do it.  But if you're willing to make a good crafting system, it can have the best gear.

    12)  Questing/kill based

    13)  Some of each--in different games.  I like for different games to be different.

    14)  No end game

    15)  Don't make it so that whales have a gameplay advantage over people who pay a more modest amount.

    16)  I prefer subscription, but mainly care that I can get what I need in order to enjoy the game for a modest amount of money.  If it's going to be free to play, I like optional subscriptions that give you all of the good stuff for something like $10/month or $15/month or whatever.
  • AlBQuirkyAlBQuirky Member EpicPosts: 7,432
    1. Horizontal progression/shallow progression vs. vast vertical progression.

    2. Levels vs. no levels/no power platform levels.

    3. Simulation vs. game first.

    4. No death penalty or harsh death penalty.

    5. Forced grouping vs. optional grouping/solo play.

    6. Player housing or no player housing

    7. Open World PvP vs. restricted PvP or no PvP.

    8. Full loot vs. limited or no looting.

    9. Hard difficulty vs. easy difficulty. 

    10. Questing vs. MOB grinding.

    11. PvE having best drops vs. crafting making best gear.

    12. Questing/kill based advancement vs. usage base advancement.

    13. themepark vs. sandbox.

    14. End game vs. no end game.

    15. Cash shops vs. cosmetic or no cash shop.

    16. F2P vs. B2P vs. P2P.
    Most of these I'm "middle of the road" with. The ones I have a definite opinion/preference with I showed :)

    A few explanations.
    1 & 2) Progression is tricky. It's why I play RPGs. Power gaps are not good, though. Levels are kind of "iffy" for me. Some of the UO players have said UO had no levels and was totally based on skills. That sounds perfect for me.

    3) It has to have a good balance between simulation and game. I don't need to "go potty" in the game. I don't desire to take 1 or 2 game hours to cook a meal 3 times a day. I have also noticed that many "clever small details" can quickly become annoying when doing the over and over all the time.

    4) Death. There needs to be consequences for mistakes. It needs to matter and not become a means of fast travel. EQ had harsh penalties that I both enjoyed and hated. The added "I gotta get to my corpse!" happenings could be fun and create some interesting situations. Also, classes with "find corpse" abilities/spells were useful. I hated the level loss, because it was NOT equal to how you died, or what killed you. I've lost levels because some 1st level Orc Pawn killed me after defeating a terrible foe and I was low on health. "BAM! We'll take that level back, please!"

    7 & 8) I take it that "open world PvP" means anarchy in this list? If so, there is no place for that in an MMORPG I want to play. Otherwise, OWPvP with consequences could be interesting. Also, "looting" is tied to PvP, yes?

    9) There needs to be hard AND easy things to do. I don't "need" to be challenged 100% of my time in a game. I tire easily and quickly :)

    10) Levels, again. Neither choice is good to me. When one quests, hopefully they use their skills. Mob grinding is no longer fun, because combat no longer allows "typing in chat." (Not everyone likes voice speak.)

    11) I think there should be some items that only a Boss Monster has. Something they stole, or something like that. But I also think that crafting should be a viable way to get good items, too. Just don't make p[layers craft in order to "get the good stuff." Unless your game is made for crafters :)

    12) A bit of both for me. Sandpark or Themebox :)
    KyleranUngood

    - Al

    Personally the only modern MMORPG trend that annoys me is the idea that MMOs need to be designed in a way to attract people who don't actually like MMOs. Which to me makes about as much sense as someone trying to figure out a way to get vegetarians to eat at their steakhouse.
    - FARGIN_WAR


  • Vermillion_RaventhalVermillion_Raventhal Member EpicPosts: 4,198
    Amathe said:
    Amathe said:
    Amathe said:

    I swear people just enjoy being contrary just to make statements.
    I recall this was your post and you raising this issue.
    I never raised an issue.  You had an issue.  I am just asking opinions on what people like in MMORPG and you got triggered over semantics.  You know exactly what I am talking about but decided to make it a triggering issue for you out of context.
    You asked for our opinions on a list of issues, one of which included as a possible choice the term "forced grouping." Which as you now know is a term I find to be nonsense. 
    Choice = vanilla or chocolate.  Issue = making vanilla cake destroys the environment and I don't like it.

    This is like saying am not forced to have 4 other players in a 5 vs. 5 game.  Sure I have a choice of not playing but to play I have to pick up 4 other players. The other gyms allow 1 vs. 1 games of basketball so we know it's possible.  So again this one gym is forcing 5 vs. 5.  It's a requirement. 

    Just like a MMORPG can allow solo combat.  If you have to group up it is called forced grouping.  You may not like the term but you know the commonly used meaning it's had for more than a decade.  That is your own personal issue.
  • KyleranKyleran Member LegendaryPosts: 43,498
    Amathe said:
    Amathe said:
    Amathe said:

    I swear people just enjoy being contrary just to make statements.
    I recall this was your post and you raising this issue.
    I never raised an issue.  You had an issue.  I am just asking opinions on what people like in MMORPG and you got triggered over semantics.  You know exactly what I am talking about but decided to make it a triggering issue for you out of context.
    You asked for our opinions on a list of issues, one of which included as a possible choice the term "forced grouping." Which as you now know is a term I find to be nonsense. 
    Regardless whether you find the term to be nonsense, it is a clear concept, commonly accepted by many in the gaming universe and often discussed.


    Better to just answer the question and be done with it, rather than "forcing" people to use overly wordy words, sentences or paragraphs to explain a pretty simple concept. 

    I mean he could say games which strongly encourage, or are predominantly group centric when a player wishes to maximize their progression efficiency, or....he can just say forced grouping and we can move forward.

    Reminds me of the days when I had to quit using the term "WOW Clone" and start calling games "quest based progression, gearing grinding theme parks for more casual play styles" instead of just keeping it simple and being done with it. 



    Hatefull

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    Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm

    Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV

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    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon






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