2 years later... the almost sad state of MMOs in the new era

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Ravishing

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PVP "Crush n' Conquer" games that can erase weeks or months of work are always going to be niche. Everyone wants to be the wolf, no one wants to be the sheep.

Agreed. And we're talking MMO stuff here in general, which PvP could play a part, but ideally I want to see something innovative on the PvE side. I know some people still advocate for hardcore death penalties too, but imo it's in the same boat. I don't want to be punished even more for "losing".
Repair bills, xp Loss, corpse retrievals... all such a huge waste of time. Honestly just spawning back to a home base is enough punishment imo.

But Emergent PvE gameplay is going to be tricky to accomplish. Like I said before, we have Building which is being heavily explored currently in many games, and only other thing I can think is Politics, which I feel is under explored.

Neranja Neranja seems to have this notion that politics devolves into dictatorship & losing everything in a blink of the eye if it goes wrong... nope.

A good political game would be democratic with monthly or Quarterly elections, campaigning, change of power if elections dictate it, etc etc. Similar to real world politics. It also doesn't mean having a dictator or king, you elect representatives, like our US Congress, and they will vote on the in-game stuff as well. There can be a "president" but his power is checked.

Like I said, we had a large group playing a Browser game with these mechanics and it was the best political game I've played, and fun as hell. Every month we campaigned hard and worked to get our "group" into as many elected positions as possible. But if you aren't elected, you don't "lose" anything, you just try again next month. There wasn't much "gain" by being elected, it was more a responsibility. You controlled taxes, currency rates, declaring war, and some other things. Your goal was to be a strong economy, or military... or both if possible. And if you are elected, votes occurred over a 24hour period (sometimes longer).

I loved it. A key element was the quicker elections so that every month it was always something to try for, and if your group failed to get a majority, you didn't fret too much.
 

Neranja

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Look at so many games that have stayed relevant but the Art doesn't change much: MOBAs, Minecraft, BRs, Shooters, etc... The maps are played over and over and over for many years, nobody really cares.
No, they actively don't want any changes in those types of games, because those are learned map/mechanics/muscle-memory types of games. The DOTA2 community is comprised of so many turbo autists averse to any kind of changes that they petitioned not removing a tree on the map ... TWICE.

And creating big open worlds is so easy now (and mostly procedural if desired) that an MMO could create massive worlds very very quickly and easily, then just add POIs where relevant.
But populating with NPCs, Quests, Bosses, etc etc.. that all takes a lot of thought & time.
This kind of innovation currently only comes in the form of indie/startup games, like No Mans Sky. And it failed horribly at launch: Players felt cheated on the promises and delivery. In the MMO genre SOE tried to bring in AI generation with the help of StoryBricks to EQNext, and from the postmortems and rumors the technology startup didn't deliver anything and went under shortly after SOE pulled the plug.

This is the most short-sighted & primitive post I've ever read.
"This game I don't like did it and it sucked, so nobody else should ever do it."
Open your mind, try to avoid using the word "No".
You're using a lot of words to rant about a lot of random & minor details.
That's not my intention, and that's not what I wrote. I am trying to explain that certain aspects of your ideas have already been tried in other games before, with tangible consequences on gameplay and player experience - which made or broke those games. Since you need top dollar investment for an MMO to be built (assuming you want one, because its in the subject of this topic) you need to convince the people with money that your idea has mass market appeal for a lot of paying customers to recoup investment.

We can of course discuss why you think those ideas are great nonetheless, but unless you provide more detailed game mechanics we have to discuss in abstract terms like "politics" and "elections". I am not requiring design document detailed game mechanics and numbers, but more tangible ideas and gameplay concepts in the form of a pitch.

Have you ever seen the document for a game pitch before? For example here is the one for Diablo.

But Emergent PvE gameplay is going to be tricky to accomplish. Like I said before, we have Building which is being heavily explored currently in many games, and only other thing I can think is Politics, which I feel is under explored.

Neranja Neranja seems to have this notion that politics devolves into dictatorship & losing everything in a blink of the eye if it goes wrong... nope.

A good political game would be democratic with monthly or Quarterly elections, campaigning, change of power if elections dictate it, etc etc. Similar to real world politics. It also doesn't mean having a dictator or king, you elect representatives, like our US Congress, and they will vote on the in-game stuff as well. There can be a "president" but his power is checked.
My initial thoughts on this (unfiltered):
  • Do you need to clamp the system down to democracy? What is the reason for this, and wouldn't the players feel forced into it? This would reduce the feeling of player agency. You would need game mechanics to facilitate voting.
  • If it's democracy-only it will imply campaigning and advertisement, leading to tons of chat and message spam.
  • May work in a sci-fi setting, not so much in a fantasy/medieval setting, as political systems back then tended to be very different. What is the political philosophy and theory of the world/game you are building? Why does it/does it not resemble ours?
  • Combining the game with PvE combat mechanics leads to players realizing they have a tangible power level, something they willingly defer to other players using political systems? Why would they?
  • You'd have to lock down the PvP part of the game heavily, or leave it out completely. The second you try to combine those systems poeple will start using PvP for their political ends.
 
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Ravishing

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My initial thoughts on this (unfiltered):
  • Do you need to clamp the system down to democracy? What is the reason for this, and wouldn't the players feel forced into it? This would reduce the feeling of player agency. You would need game mechanics to facilitate voting.
  • If it's democracy-only it will imply campaigning and advertisement, leading to tons of chat and message spam.
  • May work in a sci-fi setting, not so much in a fantasy/medieval setting, as political systems back then tended to be very different. What is the political philosophy and theory of the world/game you are building? Why does it/does it not resemble ours?
  • Combining the game with PvE combat mechanics leads to players realizing they have a tangible power level, something they willingly defer to other players using political systems? Why would they?
  • You'd have to lock down the PvP part of the game heavily, or leave it out completely. The second you try to combine those systems poeple will start using PvP for their political ends.

Just going to reply to the part of your post that has any substance: (in order).

1.) Clamping the system to a democratic process is essential otherwise you end up with what you describe before, a single ruler that dictates everything and a large "hook" for the game is non-existent. There can be different types of democracies. But in essence, the power of the vote should be a core concept to foster player engagement. Voting for your candidate(s) is as much of a thrill as actually being a candidate - if done right.

2.) Campaigning & Advertisement was essential in the browser game I'm referring to, but it can also be a core concept in an MMO. There can be bulletin boards, campaign hubs, billboards (Apex style), etc etc. Maybe candidates use money to purchase space on these virtual billboards. Medieval theme can have bulletins in the town square, or "banners" that players can use as advertising. Or read the daily tribunal to research the candidates, etc etc etc.
2A.) Voting could be ported to mobile devices easily, allowing you to play the political game without logging in from a PC/Console. Read the daily tribunal/campaign ads on your phone, etc.

3.) The game I'm "building" (in my head), is one where you can be a politician/ruler dictate the taxes/wars/economy/land-use/etcetc in an MMO. PvP combat could be direct OR indirect. I would like to see the PvP be more Land-control focus and not stabby-stabby focused. Control land by acquiring enough players that pledge allegiance to your cause. Players will want to join you due to a thriving economy. Splinter groups could split off if they become unhappy, or if your town/city run dry of wealth, and start a new encampment/claim land for themselves. Of course adding PvP could be viable as well but I hate MMO PvP combat, I'd want it to be action-oriented combat if this is the case.

4.) Most MMO players that fantasize about the old days of MMOs, hate PvP. So imo you need to focus on a COMPETITIVE PVE game, which is kind of an oxymoron, but is exactly what EQ was. It was a Competitive PVE MMO. The race for content/items/camps/etcetc. Everything was very competitive, yet there was no killing each other directly - except on those special rule servers. Personally I do favor having PvP, if it's action-oriented & strategic.
 
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Neranja

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Just going to reply to the part of your post that has any substance: (in order).
I know you have the perfect game in your head that you would play the everliving shit out of. But you need to both convince people with money to invest in your project, and convince other players that it is worth their time playing it, too. Both are hard, but different.

It feels like you played a browser game, got high on the victories you had there and want similar game systems in your MMO. However, combining disjunct game systems does not make for compelling gameplay. Throwing together chess and checkers is not the better game than the two, it's just a mess.

But to entertain your game idea: Have you ever played Pathfinder: Kingmaker? It's a single player RPG combined with kingdom building (as in: build your city and settlements, manage ressources etc). How would your management systems work? Similar, or different? How would they scale with player population? Do the "kingdoms" become instanced, or ist there limited land?

4.) Most MMO players that fantasize about the old days of MMOs, hate PvP. So imo you need to focus on a COMPETITIVE PVE game, which is kind of an oxymoron, but is exactly what EQ was. It was a Competitive PVE MMO. The race for content/items/camps/etcetc. Everything was very competitive, yet there was no killing each other directly - except on those special rule servers. Personally I do favor having PvP, if it's action-oriented & strategic.
Not neccessarily, because after UO with FFA we had a strict PvE enforcement with EQ (what we on the Zeks called "bluebies"). But in my opinion this didn't make the world better and everyone peaceful hippies loving everyone else, they just invented new methods like training to grief each other. When Blizzard launched WoW they had a lot less PvP servers than PvE servers, but after a while they realized that PvP servers were in high demand and had to launch more to satisfy demand. So we have come full circle from UO to WoW, just with a more structured approach like team PvP and without looting corpses.

To bring home a point: If you want to make a new MMO game in the currrent day, then you have to meet the expectations of how an MMO game plays, works and feels--at least on a rudimental level. And these expectations have shifted significantly after each generation in UO -> EQ -> WoW line. If you cut out PvP completely you just lost at least 50% of your potential playerbase.
 

moonarchia

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BuT tHe WoRlD fEeLs ToO sMaLl!!!

Make the journey once? fine. A few times? fine. But by the 100th time, you just want to fucking AFK and literally do anything else except make that stupid trip again.
The fabled Freeport to Qeynos run.
 

mkopec

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Sahdowbane was the only "political" game I played and yeah, how that worked out? One guild usually got power, through sheer numbers of course, built their keep with overwhelming gold because, again, numbers. Then they lorded over the entire server, all that ever happened "politically" was people leaving smaller guilds to join the winning team, lol. Because who the fuck wants to lose all the time? And yeah all the fun was to be had by leadership which was "political" the rest of the plebs were only commanded to do shit.
 
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Ravishing

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Neranja Neranja
Ughhhhhhhhhh please add substance to your posts ffs.
What I'm reading is "can't, no, nope, hard, mess, question? question? question?".
This isn't a discussion, it's a critique.
The vibe I get out of your posts, and I hinted at this before, is that it sounds to me like you're a disgruntled game designer, have worked many long & hard hours on many games, have had high hopes & expectations once-upon-a-time, then had them shattered when when the public reception didn't match the enthusiasm behind the work.

Now you slog along disillusioned, depressed and with little enthusiasm.

I completely understand how it must feel working in the game biz. Making games is hard. Making good games is even harder. Making a good game and getting appreciated for your work is equally as difficult. Gaming communities are brutal.

You keep bringing up business practices where it's unwarranted. I'm not going to create this game. I don't need to convince anyone to finance it. Spitballing ideas on a gaming forum is simply that, maybe someone sees the idea and it spurs more ideas and maybe ends up in a game somewhere in the future. Or maybe it's just a bad idea but it leads to something better, who knows? I will stand by my assessment that MMOs need "Emergent Gameplay". I proposed 3 elements of emergent gameplay and I've outlined how 1 of those could possibly work. The other 2 being well-known already. And maybe there are other Emergent Gameplay ideas we've yet to discover, or I've missed. You just seem to latch onto "ideas" and critique the shit out of them without adding anything of substance to the conversation.

You don't think we know how hard it is to create a game, or how ideas evolve and mature during development? Stop kidding yourself. I know you're new here, but this community is comprised of the maturest set of gamers I've ever known. People here have been around the block... several times. All we can do is reiterate what we loved from past experiences and hope a new title may incorporate those ideas into their design.

Contrary to what you may believe, I do not have a perfect game in my head. Not by a long shot. I have high-level concepts I'd like to see but wouldn't be able to tell you any of the nitty gritty. So much relies upon system-upon-system and you can't just store up every idea and expect them all to work in harmony. I've seen games evolve very rapidly from concept to prototype to live. It's foolish to assume every idea is gold-plated.

It feels like you played a browser game, got high on the victories you had there and want similar game systems in your MMO. However, combining disjunct game systems does not make for compelling gameplay. Throwing together chess and checkers is not the better game than the two, it's just a mess.

Nowhere have I said this. Lol. Any system in the game needs to be a part of the bigger picture for the game.

But to entertain your game idea: Have you ever played Pathfinder: Kingmaker? It's a single player RPG combined with kingdom building (as in: build your city and settlements, manage ressources etc). How would your management systems work? Similar, or different? How would they scale with player population? Do the "kingdoms" become instanced, or ist there limited land?

I haven't played that game and frankly I dislike the spam-questions when you don't contribute to a conversation. The questions you ask are details that would need to be worked out based on the type of game it is. My ideal world is a huge non-instanced ever-expanding "universe". But is the hardware there to support that? Maybe.. maybe not. Obviously we always need to consider the tech behind the game.


Not neccessarily, because after UO with FFA we had a strict PvE enforcement with EQ (what we on the Zeks called "bluebies"). But in my opinion this didn't make the world better and everyone peaceful hippies loving everyone else, they just invented new methods like training to grief each other. When Blizzard launched WoW they had a lot less PvP servers than PvE servers, but after a while they realized that PvP servers were in high demand and had to launch more to satisfy demand. So we have come full circle from UO to WoW, just with a more structured approach like team PvP and without looting corpses.

To bring home a point: If you want to make a new MMO game in the currrent day, then you have to meet the expectations of how an MMO game plays, works and feels--at least on a rudimental level. And these expectations have shifted significantly after each generation in UO -> EQ -> WoW line. If you cut out PvP completely you just lost at least 50% of your potential playerbase.

Reading the posts in this sub-forum I think you'll see that most people HERE want an EQ clone, and dislike PvP.
Also you are throwing out some false 50% number without any facts behind it. Most people that enjoy PvP will stick with a PvP game. People are allowed to enjoy different types of games at the same time. You're not necessarily going to lose 50%.

I could argue you won't gain those PvP players ANYWAY because your PvP is likely to be inferior to an actual PvP game. If you want PvP you better build the game for it from the ground up. And if you do that, you are likely to turn away other people that hate PvP. It's a no-win situation imo and you just need to pick a route.
 

mkopec

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My first run, the other way around, I ddi at like lv 15 or some shit. I heard all this talk about some tunnel that everyone gathered in and bought and sold shit. It took me an entire night. I had all my EQMaps laid out and shit. I planned it all out at work that day. This was before I knew about the entire hugging the zone line all the way and looking at clouds for direction, etc...shit was terrifying. total noob now that I think back, lol.
 
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Ravishing

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My first run, the other way around, I ddi at like lv 15 or some shit. I heard all this talk about some tunnel that everyone gathered in and bought and sold shit. It took me an entire night. I had all my EQMaps laid out and shit. I planned it all out at work that day. This was before I knew about the entire hugging the zone line all the way and looking at clouds for direction, etc...shit was terrifying. total noob now that I think back, lol.

EQ was such a new concept to me that I had no idea the world was open and could be traversed starting at level 1. Once I discovered I could explore, game over man. I ended up traveling with a group from Qeynos to Freeport on a whim. I couldn't be contained anymore. I started as a Druid and I don't think I even learned SOW yet. Shortly after I ended up in Gfay, Crushbone, etc. Exploring was awesome.
 

Pharone

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EQ was such a new concept to me that I had no idea the world was open and could be traversed starting at level 1. Once I discovered I could explore, game over man. I ended up traveling with a group from Qeynos to Freeport on a whim. I couldn't be contained anymore. I started as a Druid and I don't think I even learned SOW yet. Shortly after I ended up in Gfay, Crushbone, etc. Exploring was awesome.
The MMORPGs that came after EverQuest for the most part killed exploration. It all became theme parks where you went from point A to point B, and then you went from point B to point C. Rinse and repeat. Gotta chase that questing carrot.
 

mkopec

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Yeah I gotta say I tried to explore in wow but there was just no point. If it wasnt part of the theme park ride, it just was not important. Besides the entire point of mmorpgs at that point was to rush through leveling as fast as possible and RAIIIID. Which is an entirely different discussion but I feel has lead to the downfall of mmorpgs too.
 

Pharone

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To add to that, I really wish Questing as we know it would go the way of the dodo bird. Just throw out questing all together.

If you want to have quests, have it ingrained in to the game itself as things you do that naturally lead to a conclusion with out having to click on any text, say anything in particular to any particular NPC and so on.

No more killing 10 pigs to get 4 hooves to turn in, so you can get the next quest to collect 5 eggs from harpy nests. Instead, kill the pigs because it gives you needed experience, meat for cooking, hides for crafting, etc. Go collect harpy eggs because they make great food with needed stats.

As for gear quests, I am 100% against them. If there is a quest where the last step involves any NPC handing me the piece of gear, then it was a 100% waste of time and effort. I should have just killed that NPC in the first place, and taken the item.

To me, gear should come from 2 sources: drops from mobs you kill and crafted.

The best of the best gear should come from either drops from raid mobs or crafted with materials that come from raid mobs. You should never have to do 20 steps in an annoying ass quest line in order for Bob the butcher to reach under his counter and hand you "The Sword That Kills Them All" that he just happened to have laying there collecting dust all these years since he retired from adventuring. Stop it with the stupid quests already. Please.

Get back to making MMORPGs be living worlds rather than just games.
 

Cybsled

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The MMORPGs that came after EverQuest for the most part killed exploration. It all became theme parks where you went from point A to point B, and then you went from point B to point C. Rinse and repeat. Gotta chase that questing carrot.

Keep in mind that was born from player requests. Quests in EQ1 were pretty garbage. Spam random keywords at random NPCs and hope you trigger something. Players found step 10 and no one ever found the prior steps. Then it eventually was catalogued online and you followed the steps discovered by others.

All quest markers do is remove the “look this shit up online” requirement for collect bear asses to find out where the bear asses are.
 

mkopec

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I agree also there is nothing more satisfying than killing something and taking their shit. It must be in our hind brain or something.
 

Ravishing

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Keep in mind that was born from player requests. Quests in EQ1 were pretty garbage. Spam random keywords at random NPCs and hope you trigger something. Players found step 10 and no one ever found the prior steps. Then it eventually was catalogued online and you followed the steps discovered by others.

All quest markers do is remove the “look this shit up online” requirement for collect bear asses to find out where the bear asses are.
Ignorance is bliss.

If I don't know about the 10 bear asses, I won't bother myself with it, and can enjoy the game my way.
 

Daidraco

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How about a different approach to politics in an MMO. One that caters more to an indie developer in that its not a completely scripted, fixed ending, theme park kind of game.

Imagine a game world as lush and vibrant with many different races, and all the factions within those races that EQ had. You had your playable races with their own starting cities (usually) and you had many, many factions across the world. Such as Frogloks of Guk, Crushbone Orcs, Indigo Brotherhood, etc. etc. Why not have factions similar to those and have them be interactive. More so than just grind the faction and now you have access to their general store. -- Indigo Brotherhood had plans to take over the area, originating from Crushbone. You as a player worked your way up in faction in order to gain trust among the orcs (or you traveled their as a friendly race). You finally get to the point where you can help D'vinn with supplies, information, assassination quests and more that would eventually lead up to them having a war party on the move to Kelethin. At the same time, players are bolstering the High Elves with information, supplies, and communication with Kelethin. Knowing exactly when D'vinn would attack Kelethin.

We know that in a more thought out game, an attack on Kelethin wouldnt be very conducive to starting wood elf players. Nor would a faction as robust as the Indigo Brotherhood be that close to a capital city (starting city). I'm thinking in proper implementation that the war band would attack smaller areas first, trying to cut off the supply to the wood elves and high elves. Once on the move, its up to the players to help attack these settlements, bolster the war band, and still play a vital role with information and assassinations. As the supply lines are cut and access to the rest of the world is lost - those effects "can" take hold over those areas. General Store type NPC's would look sickly, and the less relevant NPC's would sometimes be found dead in their house. If the players within Kelethin and Felwithe have been working with the elves as much as the players working with the Indigo Brotherhood, then these signs may not be evident. Based on the players bringing supplies. Crafting Armor and Weapons and the like to the aid of the Elves.

I just never enjoyed hearing about the political part of WoW because I knew that it was a set story. I played no part in it and no matter what I did, or any other player did - the outcome was the same. The technology is definitely here to implement this system. Static NPC's and Quests can still be found, but if Kelethin and Felwithe fell to the Indigo Brotherhood - then they would find themselves on the door step of the Dwarves. With the Dwarves likely leaving them outside of their city gates and in slums. Players joining the world as a WE or HE would start in these zones, and the same static quest/NPC's would still be found within that camp. All along with a herald of some type ushering the players to help them take back their home city. New elven characters in that area when the fall happens would be invited to be ported to the new camp. Players that are fighting for the Indigo Brotherhood will have bonuses unique to the Indigo Brotherhood. Im sure that if it was really fleshed out, we could have intrigue, deception, etc. type of bonuses. But for the sake of simplicity, just a +10% damage to back stab. Much less all the equipment that could have been found along the way. Possibly fighting the king or queen of those lands that were conquered (ie. a Raid Target) that drops unique armor.

We heard about something similar with EverQuest Next, and it sounded neat. But I think that is a very player safe, PVE oriented direction to have politics within the game. Take it a step further with player involvement, and those that reached a certain contribution rank within the war could elect an "overseer" of capital cities. Where the elected player(s) could have certain control over what happens within those conquered areas.
 

Cybsled

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The MMO landscape is littered with the corpses of devs that had lofty plans for shit like you described, but never materialized because a) couldn’t get it to work b) no budget c) it wasn’t fun.

Plus you have player psychology, so everyone gravitates towards the “best” faction, creating the lopsided faction based games you see literally everywhere.

Plus anything player run can be gamed and exploited.
 

Daidraco

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Without a player at the helm, a faction would only be limited to predetermined targets. Limiting one faction to a permanent path isnt what I would have in mind. Rather, if D'vinn didnt conquer the Elves - then the next plan would come down to another target somewhere else. Or if they did win, then the Elves would have them stuck on the defense. Which then brings in more quests to gather help from Neriak. Same for other factions. Bonuses are good, but not relevant. Items and Equipment gained from the fall of said faction cannot be gained again unless 1.) the scenario starts over again, or 2.) another faction has their eyes on the Elves after the Elves win the land back. OR D'vinn takes over as the raid target now, and his power is bolstered to match. With equipment and gear specific to him in that role. He's only accessible when the opposing faction has completed all steps to get to him. (Ie. The Elves have launched an offensive and are now knocking down his door.)

Im not saying it would be easy. But its not so cut and dry as "best" faction, either. Most MMO's that I can think of rarely have high level players return to the noobie zones. Now they would, in droves. Not to mention, you would have players of all levels taking part in the campaign. As for the developers part in it - I've seen parts of this system in different games. EQ Next failed for far superior things than Story Bricks or w/e tf it was called. The Ashes of Creation team has the man power, knowledge, and money to do this with AoCreation. But it looks like theyre going down some dull ass generic path, as expected.

(and to follow up with the original conversation - It would be on the elected players to decide how to effect the defense of the area. All players having access to the GUI to any zone letting them know where the defense or offense is lacking, and bolstering that. Or on the other hand, taking advantage of that. Which can be expanded upon further. With a possibility of the actual zone turning into a higher level one with more benefits to higher level players. All the while, you have noobie players and alike bolstering the upcoming attack from the now homeless Elves. Mechanics can be worked out, and often are over months - if not years of development. )
 
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Ukerric

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Like I said, we had a large group playing a Browser game with these mechanics and it was the best political game I've played, and fun as hell. Every month we campaigned hard and worked to get our "group" into as many elected positions as possible. But if you aren't elected, you don't "lose" anything, you just try again next month. There wasn't much "gain" by being elected, it was more a responsibility. You controlled taxes, currency rates, declaring war, and some other things. Your goal was to be a strong economy, or military... or both if possible. And if you are elected, votes occurred over a 24hour period (sometimes longer).
Ahhh, the original eRepublik. Good times.
 
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