Why do you need down time built into a game just to have a converation?
The idea that having things to do kills community is flawed logic. If you want to chat with your mates, simply stop what you are doing and talk. Bingo... instant down time.
It is almost like some of these players need games to be hard coded to force other people to be their friends.
You know, there's a lot of things that make for a good community, like several posters have already noted. One of them is a good PvP system....
For the first year or so in WOW on StormReaver, there was plenty of realm pride. People wanted to defend their cities and towns or beat back the Alliance trying to raid BRD for example. As time went on and guilds broke up or changed names, the community scattered. But for a time the community was great, which is the only time I really cared about anyway.
Side effect = lose time doing nothing Games already evolved past that point. Trying to force socializing through... artificialy created breaks into gameplay... Because... people arent stopping to socialize anymore?! HAHAHAHAHA Listen kid, what I will tell you now will hurt your feelings. A huge chunk of people play games for themselfs and a huge chunk of people just care about power, socializing in games doesnt affect either. Socializing is dead.
Tell that to facebook and all the devs and publishers running there to make games now to get a peice. You and the devs that agreed with you were sooo wrong. We told you so:)
See you in the dream.. The Fires from heaven, now as cold as ice. A rapid ascension tolls a heavy price.
People are still arguing for a game instead of a world.
What happens to the explorer or "actions speaks louder than words dwarf" that doesn't participate or want participation in this version of forced socialization?
I'll echo here I socialize on my own choice, and do, but not when someone forces such or a game mechanic says so.
Lastly I'll agrue downtime can prevent you from doing what you want, at least temporarily.
A time-sink-like downtime is when you're not having fun and feels like a waste. In most games, because there's nothing to do while you're experiencing downtime, it really is a waste of time.
But what if part of the downtime was interacting with other people? And what if the down-time wasn't enforced directly, but rather implied?
And what about the entertainers and doctors from SWG, were they not fun factors in downtime that made it interesting?
Downtime is underrated. It opens to doors to so much more than just combat when implemented in the company of other activities. It should NOT be a punishment or waste of time, it should be a silent guide that hints: "why not try something else for a while?"
A time-sink-like downtime is when you're not having fun and feels like a waste. In most games, because there's nothing to do while you're experiencing downtime, it really is a waste of time.
But what if part of the downtime was interacting with other people? And what if the down-time wasn't enforced directly, but rather implied?
And what about the entertainers and doctors from SWG, were they not fun factors in downtime that made it interesting?
Downtime is underrated. It opens to doors to so much more than just combat when implemented in the company of other activities. It should NOT be a punishment or waste of time, it should be a silent guide that hints: "why not try something else for a while?"
I guess it depends on how you define downtime.
If down time is everything that doesn't include killing mobs, then you are correct.
However, interacting with, or playing the game in a non combatant manner (like the SWG Entertainer) is not my idea of "downtime."
Downtime is where your playing activities has been brought to a halt due to a mechanic, such as having to wait for mana to regenerate before moving on, for example.
Chatting with guildies, dancing about, Rp'ing, exploring and all that is not downtime. It is also interesting to note that in virtually every MMO made (exept Eve-- no dancing) that you can do all of the above regardless of the game's timesink mechanics.
If a player is not chatting or interacting with the game's community, it is not the game's fault, for it is the players own fault for not making the time to do that. Nothing in game forces one to grind non stop and nothing prevents a player from striking up a conversation.
Games don't need more downtime, games need more sociable players who make the time to sociallize.
Games don't need more downtime, games need more sociable players who make the time to sociallize.
See now you're onto something. You can be the most social person in the world but if you're surrounded by people who are not inclined to talk then quite literally you CAN'T socialize.
No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-
...If a player is not chatting or interacting with the game's community, it is not the game's fault, for it is the players own fault for not making the time to do that. Nothing in game forces one to grind non stop and nothing prevents a player from striking up a conversation.
Games don't need more downtime, games need more sociable players who make the time to sociallize.
Yup and yes!! Eery game lets you chat whenever you want. Every MMO gives non combat areas to hang out in. Every MMO allows you to choose when to fight and when not to. If you choose to NEVER socialize with ample opportunities everywhere you go, its YOU, not the game. Forcing it doesn't make the game any better. Forcing me to sit around when I don't want to isn't a game I want to play. If I want to sit around I can CHOOSE to do it. I'm not paying a monthly fee for a developer to tell me, "Sorry, you have to sit around for 5 mins between every fight". That could be almost a 1/3 or a 1/4 of my playtime CHATTING or doing nothing. Why am I paying a monthly fee for a game to force me to chat when I can do that for free?
Downtime works fine for certain games, like D&D based games. You camp for a minute to get back all your spells and abilities and to heal some HPs. In other games it doesn't add anything whatsoever except another timesink. If the community doesn't talk with eachother is not so easily solved. It is better to add actual taverns that serve as social centers together with practical things like quests, getting your character food and drink (a tavern meal should be good for a few others unlike crappier home made rations. You just can't carry first class warm food with you).
I think taverns and social centers would work, if there was some form of advancement incentive to do them. A small buff that got bigger, the longer you stay there(timer would reset if you went afk). You could actually make tavern food and drink useful again, if they determined what kind of buff you got. (DDO currently has something like this)
The tough part would be balancing things to where the buff would be significant, but not necessary. Perhaps make it an XP bonus, instead. Like many games have when you log out, only have it work much faster; a tick every 15 minutes, perhaps.
Thing is, you'll still have people that just stand there like a zombie, running the game in the background while goofing off on Facebook.
It seems to me that few people are really that talkative outside their "cliques", anymore. Not just ingame, but anywhere. Before the internet, communication didn't reach far, so you had to learn to enjoy the company of people you weren't entirely compatible with. Nowadays, we can sit in a cafe across the table from somebody, and tap-tap-tap away to that fellow gamer 2000 miles away. I think we have a much more fragmented society these days as a result. It seems a bit ironic.
Originally posted by Robsolf It seems to me that few people are really that talkative outside their "cliques", anymore. Not just ingame, but anywhere. Before the internet, communication didn't reach far, so you had to learn to enjoy the company of people you weren't entirely compatible with. Nowadays, we can sit in a cafe across the table from somebody, and tap-tap-tap away to that fellow gamer 2000 miles away. I think we have a much more fragmented society these days as a result. It seems a bit ironic.
Kinda if I want to talk about downtime in MMORPGs I will talk to the people on this forum rather than just chatting up my regular friends who have no interest in this.
Originally posted by Robsolf It seems to me that few people are really that talkative outside their "cliques", anymore. Not just ingame, but anywhere. Before the internet, communication didn't reach far, so you had to learn to enjoy the company of people you weren't entirely compatible with. Nowadays, we can sit in a cafe across the table from somebody, and tap-tap-tap away to that fellow gamer 2000 miles away. I think we have a much more fragmented society these days as a result. It seems a bit ironic.
Kinda if I want to talk about downtime in MMORPGs I will talk to the people on this forum rather than just chatting up my regular friends who have no interest in this.
Comments
Why do you need down time built into a game just to have a converation?
The idea that having things to do kills community is flawed logic. If you want to chat with your mates, simply stop what you are doing and talk. Bingo... instant down time.
It is almost like some of these players need games to be hard coded to force other people to be their friends.
For the first year or so in WOW on StormReaver, there was plenty of realm pride. People wanted to defend their cities and towns or beat back the Alliance trying to raid BRD for example. As time went on and guilds broke up or changed names, the community scattered. But for a time the community was great, which is the only time I really cared about anyway.
Tell that to facebook and all the devs and publishers running there to make games now to get a peice. You and the devs that agreed with you were sooo wrong. We told you so:)
See you in the dream..
The Fires from heaven, now as cold as ice. A rapid ascension tolls a heavy price.
Everytime you return to that repair vendor, buy those vendor crafting components, sell vendor trash, visit that bank you engage in downtime.
It's a bit hard to imply resurrection of something that still exists and mingles with timesinks.
You can argue for increasing or decreasing said existing element though.
As for the social aspect and a less wordly feel:
MMO social game
People are still arguing for a game instead of a world.
What happens to the explorer or "actions speaks louder than words dwarf" that doesn't participate or want participation in this version of forced socialization?
I'll echo here I socialize on my own choice, and do, but not when someone forces such or a game mechanic says so.
Lastly I'll agrue downtime can prevent you from doing what you want, at least temporarily.
AC2 Player RIP Final Death Jan 31st 2017
Refugee of Auberean
Refugee of Dereth
A time-sink-like downtime is when you're not having fun and feels like a waste. In most games, because there's nothing to do while you're experiencing downtime, it really is a waste of time.
But what if part of the downtime was interacting with other people? And what if the down-time wasn't enforced directly, but rather implied?
And what about the entertainers and doctors from SWG, were they not fun factors in downtime that made it interesting?
Downtime is underrated. It opens to doors to so much more than just combat when implemented in the company of other activities. It should NOT be a punishment or waste of time, it should be a silent guide that hints: "why not try something else for a while?"
I guess it depends on how you define downtime.
If down time is everything that doesn't include killing mobs, then you are correct.
However, interacting with, or playing the game in a non combatant manner (like the SWG Entertainer) is not my idea of "downtime."
Downtime is where your playing activities has been brought to a halt due to a mechanic, such as having to wait for mana to regenerate before moving on, for example.
Chatting with guildies, dancing about, Rp'ing, exploring and all that is not downtime. It is also interesting to note that in virtually every MMO made (exept Eve-- no dancing) that you can do all of the above regardless of the game's timesink mechanics.
If a player is not chatting or interacting with the game's community, it is not the game's fault, for it is the players own fault for not making the time to do that. Nothing in game forces one to grind non stop and nothing prevents a player from striking up a conversation.
Games don't need more downtime, games need more sociable players who make the time to sociallize.
See now you're onto something. You can be the most social person in the world but if you're surrounded by people who are not inclined to talk then quite literally you CAN'T socialize.
No required quests! And if I decide I want to be an assassin-cartographer-dancer-pastry chef who lives only to stalk and kill interior decorators, then that's who I want to be, even if it takes me four years to max all the skills and everyone else thinks I'm freaking nuts. -Madimorga-
Yup and yes!! Eery game lets you chat whenever you want. Every MMO gives non combat areas to hang out in. Every MMO allows you to choose when to fight and when not to. If you choose to NEVER socialize with ample opportunities everywhere you go, its YOU, not the game. Forcing it doesn't make the game any better. Forcing me to sit around when I don't want to isn't a game I want to play. If I want to sit around I can CHOOSE to do it. I'm not paying a monthly fee for a developer to tell me, "Sorry, you have to sit around for 5 mins between every fight". That could be almost a 1/3 or a 1/4 of my playtime CHATTING or doing nothing. Why am I paying a monthly fee for a game to force me to chat when I can do that for free?
I think taverns and social centers would work, if there was some form of advancement incentive to do them. A small buff that got bigger, the longer you stay there(timer would reset if you went afk). You could actually make tavern food and drink useful again, if they determined what kind of buff you got. (DDO currently has something like this)
The tough part would be balancing things to where the buff would be significant, but not necessary. Perhaps make it an XP bonus, instead. Like many games have when you log out, only have it work much faster; a tick every 15 minutes, perhaps.
Thing is, you'll still have people that just stand there like a zombie, running the game in the background while goofing off on Facebook.
It seems to me that few people are really that talkative outside their "cliques", anymore. Not just ingame, but anywhere. Before the internet, communication didn't reach far, so you had to learn to enjoy the company of people you weren't entirely compatible with. Nowadays, we can sit in a cafe across the table from somebody, and tap-tap-tap away to that fellow gamer 2000 miles away. I think we have a much more fragmented society these days as a result. It seems a bit ironic.
Kinda if I want to talk about downtime in MMORPGs I will talk to the people on this forum rather than just chatting up my regular friends who have no interest in this.
Kinda if I want to talk about downtime in MMORPGs I will talk to the people on this forum rather than just chatting up my regular friends who have no interest in this.
Zackly!