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[Forked from Mearls] MMOs, virtual vs. imaginary worlds (reply to Umbran)
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<blockquote data-quote="SSquirrel" data-source="post: 4953892" data-attributes="member: 5202"><p>Games like the Fable series or KOTOR have different reactions from people based on how you repsond to their chat options. You also can gradually turn extremely good or evil from all of these responses and have reactions from complete strangers other than the scripted PCs. You have reputation systems in most MMOs and can gofrom being kill on sight with a faction all the way up to best status, which typically gives you access to reduced cost items that are pretty nice. </p><p></p><p>In WoW, you also have something called phasing, where the game world can change based on what quests you have completed. You might do a quest line to free an area and then you gain a new place to fly to, new quests to do etc. Someone who hasn't done that yet won't see you when you are there and will have enemies all around. The world of an MMO is largely static, but the different companies are working on ways to make things less so.</p><p></p><p>I agree with Umbran that reading isn't passive. Using your mind to imagine what you're having described on the page makes it active. You could also argue that something like a murder mystery movie is less passive than a sitcom, since you can sit there and try and piece together the clues yourself.</p></blockquote><p></p>
[QUOTE="SSquirrel, post: 4953892, member: 5202"] Games like the Fable series or KOTOR have different reactions from people based on how you repsond to their chat options. You also can gradually turn extremely good or evil from all of these responses and have reactions from complete strangers other than the scripted PCs. You have reputation systems in most MMOs and can gofrom being kill on sight with a faction all the way up to best status, which typically gives you access to reduced cost items that are pretty nice. In WoW, you also have something called phasing, where the game world can change based on what quests you have completed. You might do a quest line to free an area and then you gain a new place to fly to, new quests to do etc. Someone who hasn't done that yet won't see you when you are there and will have enemies all around. The world of an MMO is largely static, but the different companies are working on ways to make things less so. I agree with Umbran that reading isn't passive. Using your mind to imagine what you're having described on the page makes it active. You could also argue that something like a murder mystery movie is less passive than a sitcom, since you can sit there and try and piece together the clues yourself. [/QUOTE]
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[Forked from Mearls] MMOs, virtual vs. imaginary worlds (reply to Umbran)
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