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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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<blockquote data-quote="subrosas" data-source="post: 3703204" data-attributes="member: 24241"><p>Did you misread my original post? It started out by stating that:</p><p></p><p></p><p>I think it's great that you have a very high regard for single player CRPG. That has nothing to do with what I posted.</p><p></p><p></p><p></p><p>People have been modding games like Civilization, NWN, etc. for years and then playing them with and against other human beings. I suppose a lot of this depends on what you consider "part of the game." For instance, the modding aspect of NWN was central for many to what the game was...</p><p></p><p>While these are not Massive online games, Eve Online is, and despite its flaws it remains an interesting experiment.</p><p></p><p>In retrospect I'd probably add a limit to my argument - it seemed too obvious to mention when I first posted my thoughts, but here goes anyways - user created content is feasible and will increasingly appear in online CRPGs given the restriction that it play by the game's rules and remains computable. Thus a guild of players in a MMoG might create their own town, or city, or even nation state. But they cannot redefine how time works in the game (my original basic point).</p><p></p><p>Edit: lol, nice self contradiction. My apologies to MoogleEmpMog - for some reason I wrote "CRPGs (massive or not)" in my original post and then jumped on him for talking about single player CRPGs. Bah, I get tired too early these days and stop making sense at an early hour, so I yield the field and return to lurking.</p></blockquote><p></p>
[QUOTE="subrosas, post: 3703204, member: 24241"] Did you misread my original post? It started out by stating that: I think it's great that you have a very high regard for single player CRPG. That has nothing to do with what I posted. People have been modding games like Civilization, NWN, etc. for years and then playing them with and against other human beings. I suppose a lot of this depends on what you consider "part of the game." For instance, the modding aspect of NWN was central for many to what the game was... While these are not Massive online games, Eve Online is, and despite its flaws it remains an interesting experiment. In retrospect I'd probably add a limit to my argument - it seemed too obvious to mention when I first posted my thoughts, but here goes anyways - user created content is feasible and will increasingly appear in online CRPGs given the restriction that it play by the game's rules and remains computable. Thus a guild of players in a MMoG might create their own town, or city, or even nation state. But they cannot redefine how time works in the game (my original basic point). Edit: lol, nice self contradiction. My apologies to MoogleEmpMog - for some reason I wrote "CRPGs (massive or not)" in my original post and then jumped on him for talking about single player CRPGs. Bah, I get tired too early these days and stop making sense at an early hour, so I yield the field and return to lurking. [/QUOTE]
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Ryan Dancey on Redefining the Hobby (Updated: time elements in a storytelling game)
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