<?xml version='1.0' encoding='UTF-8'?><?xml-stylesheet href="http://www.blogger.com/styles/atom.css" type="text/css"?><feed xmlns='http://www.w3.org/2005/Atom' xmlns:openSearch='http://a9.com/-/spec/opensearchrss/1.0/'><id>tag:blogger.com,1999:blog-3352155589322140093.post4326093914027068497..comments</id><updated>2010-01-11T12:25:02.254-05:00</updated><category term='cyanide&apos;s blood bowl'/><category term='rpgs'/><category term='league of legends'/><category term='combat'/><category term='jade dynasty'/><category term='global agenda'/><category term='news'/><category term='mmorpg genre progression'/><category term='dark age of camelot'/><category term='metaphor'/><category term='death'/><category term='community'/><category term='everquest'/><category term='mechanic assessment'/><category term='privacy'/><category term='wow'/><category term='loot'/><category term='prizes'/><category term='train'/><category term='survival'/><category term='business of MMOs'/><category term='travel'/><category term='Terrible Idea'/><category term='dr twixt'/><category term='guilds'/><category term='resources'/><category term='player as hero'/><category term='character progression'/><category term='guild wars'/><category term='Brenda Brathwaite'/><category term='fighting genre'/><category term='mmorpg revolution'/><category term='GNS Theory'/><category term='dynamic world'/><category term='skill-based systems'/><category term='leveling'/><category term='team fortress 2'/><category term='dota'/><category term='facebook'/><category term='story'/><category term='pay-to-play'/><category term='procedurally generated content'/><category term='choice'/><category term='emergent gameplay'/><category term='game concept'/><category term='information'/><category term='dungeons and dragons'/><category term='camping'/><category term='grinding'/><category term='solo play'/><category term='emotional games'/><category term='ted'/><category term='philosophy'/><category term='permadeath'/><category term='blizzard'/><category term='gui'/><category term='minimalism'/><category term='beta'/><category term='lord of the rings online'/><category term='rationality'/><category term='losing'/><category term='game design'/><category term='world of warcraft'/><category term='opinion'/><category term='innovation'/><category term='fps'/><category term='blood bowl'/><category term='local scope'/><category term='game mechanics'/><category term='Dwarf Fortress'/><category term='ambiguous rules'/><category term='raiding'/><category term='mobas'/><category term='sandbox'/><category term='ffxi'/><category term='tabletop games'/><category term='free-to-play'/><category term='role-playing'/><category term='ff14'/><category term='crafting'/><category term='hybridization'/><category term='eve'/><category term='game reviews'/><category term='pvp'/><category term='mmo revolution'/><category term='social networking'/><category term='brainstorming'/><category term='mmorpgs'/><category term='balancing'/><category term='swtor'/><category term='concentration points'/><category term='darkfall'/><category term='aion'/><category term='player motivation'/><category term='happiness'/><category term='class-based systems'/><category term='group play'/><category term='game layers'/><category term='team play'/><category term='quests'/><category term='call of duty 4'/><category term='city of heroes'/><category term='time sinks'/><category term='luminary'/><category term='gdc'/><category term='diablo'/><category term='play'/><category term='chance'/><category term='iPad'/><category term='world pvp'/><category term='rambling'/><category term='vanguard'/><title type='text'>Comments on That's a Terrible Idea: Themepark MMO Design: Optimizing Reward Distributi...</title><link rel='http://schemas.google.com/g/2005#feed' type='application/atom+xml' href='http://www.thatsaterribleidea.com/feeds/4326093914027068497/comments/default'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/4326093914027068497/comments/default'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/themepark-mmo-design-optimizing-reward.html'/><author><name>motstandet</name><uri>http://www.blogger.com/profile/06296441082624422375</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='32' height='32' src='http://1.bp.blogspot.com/_DcR3gp5eA8o/StSkYk_sfXI/AAAAAAAAAkA/TrZrLkaT19M/S220/kid_shocked_steam.jpg'/></author><generator version='7.00' uri='http://www.blogger.com'>Blogger</generator><openSearch:totalResults>2</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-4891020883561411682</id><published>2010-01-09T11:45:26.566-05:00</published><updated>2010-01-09T11:45:26.566-05:00</updated><title type='text'>Because in p&amp;amp;p you play with your friends and ...</title><content type='html'>Because in p&amp;amp;p you play with your friends and even when you&amp;#39;re immersed deeply in a story you all are physically present and thus don&amp;#39;t have any identity crisis. In an MMO everybody looks the same, there are gazillion clones of you running around and that&amp;#39;s all other players, who you may or may not know, perceive. Creating an identity for your character is a major goal for all of us, whether we admit it or not.&lt;br /&gt;&lt;br /&gt;However the assumption you mention is really interesting. As a GM I never tailored any challenge to the players&amp;#39; abilities - in fact the only thing I usually kept in mind is not to stand them against something that they can&amp;#39;t solve because of game mechanics (like lack of skill). The group of people I played with had a real appreciation of their character; most of the time they didn&amp;#39;t spend XP in a way that &amp;quot;powered&amp;quot; their characters, their decisions were based on RP and character progression (err, can&amp;#39;t say it better than this).&lt;br /&gt;&lt;br /&gt;However all of us more or less powergame in any and all MMOs we played. That&amp;#39;s something interesting to think about, maybe because the lack of identity, the assembly line style of content, peer pressure or the combination of these (and maybe more)...</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/4326093914027068497/comments/default/4891020883561411682'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/4326093914027068497/comments/default/4891020883561411682'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/themepark-mmo-design-optimizing-reward.html?showComment=1263055526566#c4891020883561411682' title=''/><author><name>Kenny</name><uri>http://www.blogger.com/profile/06250677802223077326</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img2.blogblog.com/img/b16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/themepark-mmo-design-optimizing-reward.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-4326093914027068497' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/4326093914027068497' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-917905630'/></entry><entry><id>tag:blogger.com,1999:blog-3352155589322140093.post-877399775477115944</id><published>2010-01-09T01:45:45.085-05:00</published><updated>2010-01-09T01:45:45.085-05:00</updated><title type='text'>The key with character growth is that the type of ...</title><content type='html'>The key with character growth is that the type of reward also matters. If you look at pen and paper RPGs, there&amp;#39;s an assumption that the GM will reward characters by providing future challenges -- both mechanical and roleplay based -- where their newly bought abilities (from spending xp) will be useful.&lt;br /&gt;&lt;br /&gt;One of the interesting things to me in MMOs is how far people will go for purely cosmetic rewards that have nothing to do with anything apart from a random sense of &amp;#39;that looks cool&amp;#39;. It would be really hard to motivate players like that in a pen and paper game, they&amp;#39;d be more &amp;#39;why would my character care about that?&amp;#39;</content><link rel='edit' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/4326093914027068497/comments/default/877399775477115944'/><link rel='self' type='application/atom+xml' href='http://www.blogger.com/feeds/3352155589322140093/4326093914027068497/comments/default/877399775477115944'/><link rel='alternate' type='text/html' href='http://www.thatsaterribleidea.com/2010/01/themepark-mmo-design-optimizing-reward.html?showComment=1263019545085#c877399775477115944' title=''/><author><name>spinksville</name><uri>http://spinksville.wordpress.com/</uri><email>noreply@blogger.com</email><gd:image xmlns:gd='http://schemas.google.com/g/2005' rel='http://schemas.google.com/g/2005#thumbnail' width='16' height='16' src='http://img1.blogblog.com/img/openid16-rounded.gif'/></author><thr:in-reply-to xmlns:thr='http://purl.org/syndication/thread/1.0' href='http://www.thatsaterribleidea.com/2010/01/themepark-mmo-design-optimizing-reward.html' ref='tag:blogger.com,1999:blog-3352155589322140093.post-4326093914027068497' source='http://www.blogger.com/feeds/3352155589322140093/posts/default/4326093914027068497' type='text/html'/><gd:extendedProperty xmlns:gd='http://schemas.google.com/g/2005' name='blogger.itemClass' value='pid-596632125'/></entry></feed>
