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Idle chitchat

Some of your hatred towards others in online worlds may stim from the fact that most want to kill you. Players who do not want to kill you can end up accidently doing it anyway. The nature of these games create hostility between strangers and friends alike.

A system sensitive to the player, tracking movement, recognizing action clusters, determining intent, and then giving the player almost exactly what he or she is looking for, is needed. This works in a strictly player versus evironment setting usually and here is a quick example:

A trio of players stumbles apon a flock of Rabid Orcs and is quickly overwhelmed by them. They should pretty much be dead, but the system realizes that they are in a desperate situation and suddenly a lucky fatal blow is scored, and an unscathed cowardly orc flies away cursing and exclaiming he will be back with friends.. the rest of the fight is tough and they barely survive it.

Now, the players can stay and test their luck again or take the hint and run. If they stay the system may help them again but perhaps one of them is taken out of action and the remaining two luck it out. That is pretty basic but i think it could improve gameplay.

A similar system could be implemented in player versus player setting. Given a situation where one does not want to fight the other, instead of a strange chase scenerio, the system could have ethier (likely the attacker) trip and make the whole thing much smoother. Limiting the contact between players who do not want to fight from those who do, is a good thing.

ps. I'll be commenting maniacally from now on. Too much of what you say here goes uncontested or unconfirmed.

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