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How much paranoia should MMOs provoke?

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How much paranoia should MMOs provoke?

Post by TheHidden01 on Fri Apr 25, 2014 4:44 pm


A few weeks ago, SOE's John Smedley suggested that H1Z1's gameplay mechanics and atmosphere are intended make you "scared when you see someone" and that "your first instinct needs to be to hide." It seemed to me that what he was describing was not an MMORPG but the antithesis of an MMORPG. I usually log into MMOs to be surrounded by people, not to hide from them. Even in a game with open PvP, I don't want the entirety of my play experience to be summed up by sheer paranoia, especially a game that features so prominently a crafting-based and presumably social economy.

What do you think -- how much do you want the feeling of paranoia and fear of your fellow players to dominate your play experience?

TH

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Re: How much paranoia should MMOs provoke?

Post by TheHidden01 on Fri Apr 25, 2014 4:44 pm

The guy who wrote this is a pussy cunt.

TH

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The Dragoon King;



"Let your character be your weapon, your fellow guild members be your armour, your blood thirst be your helmet, and use your boots to make a stand. After every battle allow your shield to be your faith in one another, and return from battle either carrying it or resting upon it."

Dorek: hopefully it has ingame voip
Dorek: then you could shout at em
Dorek: besides you sound like a fucking psycho anyway so you would make em piss emselves

Currently Watching:- Supernatural, and Avatar
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Re: How much paranoia should MMOs provoke?

Post by General Yoghurt on Fri Apr 25, 2014 8:40 pm

Yeah, well going to be fun stalking paranoid players who hears you but can't see you, heuhuehuehue.
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