No, this is not yet another email about the Darkfall/Eurogamer-Review hullabaloo. I’ve been following this matter with some interest (as I’m sympathetic to both sides), so I couldn’t help but read the re-review of Darkfall, which I found extremely entertaining and witty. I never player Darkfall myself, so I can’t comment on the game, but Kieron Gillen points to a general problem of MMOs—unintended consequences of game-design:
“Playing in the small clan I joined, I found myself defending against an interloper. Running back from my adventuring in armour, I glanced at my fellows and felt terribly over-dressed. Because - y’know - I was dressed. Everyone else had stripped down to their underpants.“
What the f?, was my first thought, when I read this paragraph, but the underlying logic of the unintended consequence here becomes clear immediately:
“It’s logical enough. It’s a relatively meaningless battle. As such, going into battle and risking someone dying and taking stuff you’ve carefully collected - or, even worse, actually crafted - would be foolish. Why risk taking a random shot, falling, the opponent nabbing it and legging off? Better not to risk anything other than your default, infinitely-respawnable weapons… This is a world where, if you’re expecting trouble, it’s reasonable to strip down to your pants. This is stupid beyond all mortal belief.“
I wonder if the Darkfall-development team had this in mind when they designed the looting-system. Frankly, pondering about and pruning out corruptive gameplay-features for an MMO is (at least to me) both the most interesting and most annoying part of the job. In this aspect, designing of a MMO is more like creating a perpetual ecosystem than a game. Or, as Kieron puts it:
“Because, as always, MMO worlds are shaped by their mechanics as surely as the rules of physics and economics shape ours. A designer’s intent matters nothing compared to the shuffling of thousands of players trying to work out the most efficient way to progress. In a more World of Warcraft-derived MMO, you see fun quests being abandoned in favour of grinding out the one with the optimum XP payout. Ironically, single-player games often have more believable worlds, because competition with your fellows don’t force you into such nonsense.“
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