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« on: August 29, 2005, 12:10:23 pm »
Some results of this fallacy in Illarion:
- Skills are freakishly hard to acquire. Skill is gained very slowly even if you power-train them. Further, players get harrassed who repeatedly engage in training activities.
- Powergamers still powergame: The motivation of the worst PGer is to \"break\" the system, so the harder the nut is to crack, the more satisfying; and who cares if a pig-killing macro runs for ten hours or ten thousand?
- Game reality is broken, as players RP charachters in ways that the game does not in fact support: My charachter concept is that of a blacksmith, but after many months of playing him, his horseshoes still usually come out looking like Mobius strips.
- Because few interesting activities are persistent in the game world (Illarion relies heavily on GM-mediated one-time \"quest\" events) the game is only satisfying when the server is relatively packed. Players who log on and find no other player online rarely stick around, making it unlikely that the next player to log on will stay. In the end, the game develops a circadian rhythm whereby it is actively played only during a few hours a day when players learn they can depend on the presence of other players. All activity drifts gradually towards a tighter and tighter time window. Potential players whose timezone/ RL schedule bars them from playing during this period are effectively excluded from play.
My suggestions to avoid these pitfalls:
Skills and charachter development:
Have all charachters start out equal from char gen. This way, one uses the char gen to establish a backstory they wish to roleplay without concern about advantage or disadvantage.
Use a tiered system of skills. Everyone can first maximise all the general skills, for example: Acrobatics, Roguery, Close fighting, Armor & Defence, Distance fighting, Language & Scholarship, Magic, Crafting, mining & gathering. Just as in life I can hum a song, weave a crude basket, run from a burning building, chop down a tree, and punch someone in the nose with none of these abillities requiring that I sacrifice in other areas. In the second tier, a player must choose say three of the above to further specialise in, but can aquire intermediate skill in all of those three tiers\' sub-skills. Sub-skills being like Axe, sword, pole-weapon, unarmed, chain weapon, etc. under the class of close fighting. On the third tier, A player must chose one of his three focus areas to be his \"profession\". He can gain \"advanced\" skill in one sub skill of his other two areas of focus, and in all subskills of his profession area.
Final tiers will narrow the subskills of ones profession down so that amongst \"crafters\" known as \"smiths\", a weaponsmith (who can make damn fine nails and horseshoes) is distinguishable from a armorsmith (who can also make damn fine nails and horseshoes as well as posessing the mystical abillities to prune the hedges, dig a small hole, walk and chew gum, etc.). In this way, you avoid the \"charachter class\" silliness where every wizard is a 90lb weakling, and every fighting man is an illiterate dunce.
Make skills EASY to acquire. An average player should be able to max out his skill tree in say six months of regular play. Everyone will quickly become good at something, nobody good at everything. The ease limits of advancement will quickly bore the \"killin \'n Skillin\' \" players, and good RP will be empowered. You see, If I am a skilled weaponsmith, and you are a world class swordsman, then we will allways have a potential interaction to RP. Whereas, if I am a middle-rank guy who can sorta get by while you are an ancient master of everything under the sun who has been playing for years and can run circles around me in every way, you have no reason to give me the time of day.
Game enviornment:
Of course, it may seem that the fun will go out of the game if every charachter is maxed out in his first few months. This is why it is important to have a few Illarion-style GM-moderated unique events every week. Unique items/ skills/ and advantages would be the rewards. Thus, there will be a hundred charachters who are master weaponsmiths, all of whom can craft a kick-ass battle axe, but only one of whom has learned the ancient secret of constructing an \"obsidian lance of banishment\".
Mobs and quests should be inserted into the persistent world which are beyond the abillities of any one charachter to encourage teamwork, perhapse requiring a variety of complementary skill-sets.
Embrace any feature which improves guild play, dueling, trade and other RP-intensive activities