Sure, you can play "games" as you've described, but virtual world MMORPG's really do need some fear of death or they become pretty pointless.
"Pointless" to whom?
Everyone has a different "point". Given so many people enjoy MMOs with virtually zero of fear of death, i would say they just have a different point which you may not understand.
Sure, you can play "games" as you've described, but virtual world MMORPG's really do need some fear of death or they become pretty pointless.
"Pointless" to whom?
Everyone has a different "point". Given so many people enjoy MMOs with virtually zero of fear of death, i would say they just have a different point which you may not understand.
Perhaps people can point out why these games are so fun to play. I've played a few single player games that aren't very challenging that are fun, but I've played very few MMORPGs that are fun without challenge. Usually the games are fun because the world is done in a way that immerses you. It's pretty hard to immerse you in an MMO. Especially when they mostly have the same layout and quests style. The challenge is definitely a driving point of playing with other people, but it doesn't seem so anymore. MMOs seem more like a side attraction now. Now one really cares what you accomplished in the game. In the old MMOs people did care what you accomplished in game. Thats not to say an MMO has to be this way or is the only thing that's important, but it does help a lot to keep you interested and playing.
I assume that everyone here would agree that there needs to be some sort of deterrent to dying in a mmorpg...
No there doesn't. Case in point, my wife and I finally got around to playing Lego Batman 2. When you die, you just come back in the same place, virtually instantly. You may lose a few studs but otherwise, you're totally unharmed and can continue the game. That doesn't stop us from trying not to die because the only way to actually beat the game is to kill off all of the enemies and complete the level. There is zero deterrent to dying in that game and it works just fine. Likewise in most multiplayer shooter games, if you die, you just reappear and keep shooting. There is no real deterrent to dying, except that whoever killed you gets more points. It doesn't really hurt you at all.
So no, don't assume that everyone would agree with that. I don't think that any kind of serious death penalty is necessary in any game. The whole point is to have a good time, not be afraid to do anything so you never die.
Good times can be had in many ways, and learning how to overcome the fear of dying (or learning how not to die) is part of the learning process, in fact part of the "fun" in many ways.
Sure, you can play "games" as you've described, but virtual world MMORPG's really do need some fear of death or they become pretty pointless.
I think the game you described is designed that way because most people save constantly in single player games, therefore what is the point really in penalizing death, when they'll just reload from a save point and proceed with little penalty.
MMORPG's don't have a save point, your choices have consequences and sometimes they are going to hurt, and from this you'll learn to overcome.
LoTRO would like to have a word with you...or maybe two:
The Undying
A title from an achievement that put the fear of death in EVERY player looking for a challenge. No exp loss, corpse run, item decay, gold loss, death debuff or level loss needed. Some people may need motivators to avoid death, but the argument here is not all motivators are created equal. And none of them will ever qualify as "one size fits all" for any mmorpg ever created.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
MMOs seem more like a side attraction now. Now one really cares what you accomplished in the game. In the old MMOs people did care what you accomplished in game. Thats not to say an MMO has to be this way or is the only thing that's important, but it does help a lot to keep you interested and playing.
That's perspective, not fact.
I didn't give a rats ass what YOU did or did not do in UO or AC1 and I would have laughed at you if you said you were impressed by the things I did.
MMOs were always games and nothing more to me. Some people just plain put more value into worthless shinny's rewarded by a game, others place higher value on the fun they had.
"People who tell you youre awesome are useless. No, dangerous.
They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster http://www.raphkoster.com/2013/10/14/on-getting-criticism/
Comments
"Pointless" to whom?
Everyone has a different "point". Given so many people enjoy MMOs with virtually zero of fear of death, i would say they just have a different point which you may not understand.
Perhaps people can point out why these games are so fun to play. I've played a few single player games that aren't very challenging that are fun, but I've played very few MMORPGs that are fun without challenge. Usually the games are fun because the world is done in a way that immerses you. It's pretty hard to immerse you in an MMO. Especially when they mostly have the same layout and quests style. The challenge is definitely a driving point of playing with other people, but it doesn't seem so anymore. MMOs seem more like a side attraction now. Now one really cares what you accomplished in the game. In the old MMOs people did care what you accomplished in game. Thats not to say an MMO has to be this way or is the only thing that's important, but it does help a lot to keep you interested and playing.
LoTRO would like to have a word with you...or maybe two:
The Undying
A title from an achievement that put the fear of death in EVERY player looking for a challenge. No exp loss, corpse run, item decay, gold loss, death debuff or level loss needed. Some people may need motivators to avoid death, but the argument here is not all motivators are created equal. And none of them will ever qualify as "one size fits all" for any mmorpg ever created.
"Small minds talk about people, average minds talk about events, great minds talk about ideas."
That is like describing the girl of your dream.
Some man like 400 pound chubby girl. Or some man's dream girl isn't even a gril. Some man are more into inner beauty.
That's perspective, not fact.
I didn't give a rats ass what YOU did or did not do in UO or AC1 and I would have laughed at you if you said you were impressed by the things I did.
MMOs were always games and nothing more to me. Some people just plain put more value into worthless shinny's rewarded by a game, others place higher value on the fun they had.
"People who tell you youre awesome are useless. No, dangerous.
They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster
http://www.raphkoster.com/2013/10/14/on-getting-criticism/