The High End Game. Broken by Design?
Let me ask you folks a question: is high end cooperative goal seeking in MMORPG’s broken by design because you can never completely design it with all variables accounted for?
Puzzle Pirates: Islands as Flag Trinkets. Upon solidifying your Island(s), complacency sets in. Stagnation takes hold, and change in the game world stops.
Ragnarok: Once you take a castle, or castles in War of Emperium, and you have your defenses set, complacency sets in, stagnation takes hold and change in the game stops.
These are but two examples. Anyone have more? I have a deep and burning desire to fix some of these. To some degree these are player problems, which should be solved by players. But I also think the designers have a responsibility to poke the bee hive. There are a few related and lively discussions on the Emerald Kingdom forums regarding this. I am really keen for any and all input on this. It will help us design a better high end goal seeking system that is not static upon attainment.



