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sergeant_x



Joined: 11 Dec 2006
Posts: 602

PostPosted: Sun Dec 31, 2006 10:18 am    Post subject: The Powergamer Issue Reply with quote

I'll save us all from a longwinded intro and just say this: In my opinion, nothing will ruin a Firefly game quicker than catering to the ambitions of powergamers. I don't want to play a game designed to indulge the competitive ratrace style of play that dominates other MMORPGs. Nothing would be further from the soul of Firefly.

Thoughts?
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Lokix



Joined: 31 Dec 2006
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PostPosted: Sun Dec 31, 2006 11:04 am    Post subject: Reply with quote

Yeah, the last thing I would want to see is this to turn into another WoW where you just grind to x level and then grind and grind and grind to get pvp rank and top tier gear. BORING
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mrwombat



Joined: 14 Dec 2006
Posts: 554
Location: Seattle

PostPosted: Sun Dec 31, 2006 12:57 pm    Post subject: Reply with quote

It's a matter of balance. If you remove the social aspect, you wind up with Diablo 2, if you remove the PvE content, you wind up with Second Life. Firefly seems to lend itself to a much more social game, but it still needs to have goals and advancement or it becomes The Sims Online: Gettin' Spacey.

If you don't mind a rather long read, Players Who Suit MUDs is a pretty spot-on analysis of how people play games.
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dukrous



Joined: 09 Dec 2006
Posts: 517
Location: Miami, FL

PostPosted: Sun Dec 31, 2006 2:10 pm    Post subject: Reply with quote

That's just it, Lotix. WOW is all combat with no social game. Second Life is a social game with no combat. The key is to be a hybrid of both. That means you're essentially designing two different games which hook into each other at different intersections.

The way I see this game is SWG mixed with EVE as a kernel and evolving the idea into something new.
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sergeant_x



Joined: 11 Dec 2006
Posts: 602

PostPosted: Sun Dec 31, 2006 5:44 pm    Post subject: Reply with quote

dukrous wrote:
That means you're essentially designing two different games which hook into each other at different intersections.


This is exactly what I'm hoping for.
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sergeant_x



Joined: 11 Dec 2006
Posts: 602

PostPosted: Sun Dec 31, 2006 6:29 pm    Post subject: Reply with quote

I want be clear that I'm not looking to tone down 'violence' or 'combat' per se. Combat risks are essential for driving roleplaying and it should be a significant part of any Firefly game. The powergaming I'm wanting to avoid has more to do with the scorekeeping aspect encouraged by most systems, not the combat. Combat success just happens to be the primary way most MMORPGs keep score. From my perspective, it's the way they keep score that's the problem, not the combat.

That said, combat isn't the only way to drive roleplaying and offering more ways to define success for a character (in terms of the game rules) would do a lot to flesh out the 'verse in amore interesting way.
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dukrous



Joined: 09 Dec 2006
Posts: 517
Location: Miami, FL

PostPosted: Mon Jan 01, 2007 2:32 am    Post subject: Reply with quote

Actually, combat is counter to roleplaying. That's why what I want is an econ based game where combat is a corollary of making money and not the primary wage-earning method.

But combat is the only way to define success if you're looking at numbers. It's tough to judge how much "fun" someone is having. The more players you retain, the more fun your game is perceived to be. But when people talk about advancing, it's the old game of "my avatar can beat up your avatar." It's why advancement-centric games draw the powergamer...they're attracted to the numbers aspect of competition. Thing is...the powergamer is good for games.

I know...total counterintuitive, but hear me out.

The powergamer is the elite player who drives success. It creates people seeking success and name recognition and defines the high bar for competition. If you get to X level of play, you're somebody. This works for a game because it drives competition for the roof. If the competition surrounds PVP or money made or land owned or widgets made, that's up to the designer. Powergamer is usually thought of in negative tones, but in a game as complex an MMO, the powergamer when compensated for, drive competition and player retention up.

The key, however, is designing a game the powergamer cannot take advantage of and the casual player does not feel left out of. SWG tried to do but failed horribly. EVE does a good job, but it's still not perfect. The solution is out there, and I think Firefly can capitalize on that and build something that does not exist.

Just as the show was applauded for its mix of SF and western themes, so can this game mix the powergamer and casual player in harmonic competition. Smile
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MightyAl



Joined: 12 Dec 2006
Posts: 279

PostPosted: Mon Jan 01, 2007 6:03 am    Post subject: Reply with quote

I really would like to see a game that can work that one out. After all, unless you're in a game at launch, just about everyone you meet will have an 'older' character than you, and in most any MMO I can think of, that does equal 'better' in some respect.
However, if your character has only cosmetic differences(like perhaps a new hat) after a year of playing, a lot of people might feel a little(can't really think of a better word here) scunnered, no matter how much 'fun' that year of playing has been. Which leads to the conclusion that characters probably ahve to 'advance' in some tangible way. The trick is to do that without having the game result in being an 'oldest character wins every time' effort.
edit: Before I forget - happy new year folks. Have a good un.
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sergeant_x



Joined: 11 Dec 2006
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PostPosted: Mon Jan 01, 2007 8:17 am    Post subject: Reply with quote

dukrous wrote:
Actually, combat is counter to roleplaying. That's why what I want is an econ based game where combat is a corollary of making money and not the primary wage-earning method.


I think I'm looking a 'roleplaying' differently. As I've mentioned elsewhere, roleplaying isn't just bits of improvised dialogue. Roleplaying is making decisions for your character, from the character's point of view. Combat can be very intense roleplaying, if it is conducted from the point of view the character. If the character is fighting for something they'd fight for, and if the risks are something meaningful to that character, combat can be immersive roleplaying of the most intense sort.

If combat is x.p. chasing, if it's just a competition with other players, or a way to keep score, then it loses it's impact as a roleplaying act and, in fact, is a distraction to immersion.

Quote:
Just as the show was applauded for its mix of SF and western themes, so can this game mix the powergamer and casual player in harmonic competition. Smile


I think this can happen. I think the key is to remove the 'scorekeeping' that's done external to the character. In other words, if a powergamer wants to play a character who's obsessed with wealth and achievement, great. In most any gameworld I can imagine, that kind of success would have plenty of rewards without creating artificial ways of encouraging it. We don't need to further emphasize it with enhancement ladders and levelling systems.
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holtt
Multiverse Moderator


Joined: 15 May 2006
Posts: 646
Location: Oregon

PostPosted: Mon Jan 01, 2007 12:27 pm    Post subject: Reply with quote

dukrous wrote:
That's just it, Lotix. WOW is all combat with no social game.


I'd very much disagree with this. My experience in WoW has been extremely social. I also often spend a lot of time just exploring, only getting into combat if I have to do so. I also play on an RP server so no PvP (unless someone else initiates it). Plus I am a rogue, and indeed make a lot of money just picking pockets and being a thief. I think the thief missions in Oblivion were by far my favorite, and my only wish for WoW is that as a rogue I could be even more of a thief, stealing valuables in a house for example.

But I agree with the notion that you make a game that can be played different ways for different people.
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link10909



Joined: 01 Jan 2007
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PostPosted: Mon Jan 01, 2007 1:23 pm    Post subject: Reply with quote

Powergamers just invest more time the game than others so they get the rewards you can't blame them for that.

If you remove the rewards for dedicated players they will stop playing making the game boring after you play it for afew hours
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wydraz



Joined: 11 Dec 2006
Posts: 80

PostPosted: Mon Jan 01, 2007 5:39 pm    Post subject: Reply with quote

Powergamers can rot. There are many gamers who invest time in the game for rewards that don't come at the expense of other gamers.

That is what this topic is about. You shouldn't need to exploit other players to get rewards. If the game is built right, then normal players will be just fine without Powergaming.

I don't understand the need Powergamers have for dominating the game for XP or loot. The game should be about character building and story advancement, not making yourself the biggest badass there is in the 'verse.
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Shayde



Joined: 08 Dec 2006
Posts: 49
Location: Margaritaville

PostPosted: Mon Jan 01, 2007 6:46 pm    Post subject: Reply with quote

I'd be willing to give up PVP. That always tended to cater to powergamers and their measuring of e-peens.

Hell.. I think the longer you play, the "shinier" the ship would be. Make THAT status... Serenity was beat up pretty well, but Mal found her beautiful. Who knows what he'd do to improve her if he had the means.
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dukrous



Joined: 09 Dec 2006
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Location: Miami, FL

PostPosted: Mon Jan 01, 2007 10:08 pm    Post subject: Reply with quote

wydraz wrote:
Powergamers can rot. There are many gamers who invest time in the game for rewards that don't come at the expense of other gamers.

That's not a powergamer. That's an exploiter. A powergamer is someone who min-maxes the system for personal gain, not abuses the other players.

As for your lack of understanding the need of the powergamer, it shows you're of a different temperament. It's not a better temperament, just different, and it should be catered to just as much as the powergamer. The idea is to get as many different types of audiences together without giving up on the core philosophy of the series.

It can be done. You just have to want it badly enough.
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gogo



Joined: 14 Dec 2006
Posts: 224

PostPosted: Tue Jan 02, 2007 7:11 am    Post subject: Reply with quote

Compared to games like SWG, Wow and EQ2 are very short on community. They have community just like crafting but both are the retarded little brothers of combat.

A good game should have equal emphasis on each aspect, community, crafting, and combat. The point of these games is to escape to this reality, and too often we're forced into roles we may not like. I don't want to go to azeroth to be a fighter, can't i just hang out at the tavern and try to pick up scantly clad elf girls?

Give people the choice to lead the life they want, and you'll see better RP and more depth of character.

We've been discussing a means of elminating the powergamer mentality, no levels and a skill system that doesn't increase your power per skill box, merely your pool of skills.

Also if your ability to defeat an enemy is based more upon your knowledge of your skills and when and how to use them (like a space battle sim) and less than just smashing buttons.
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