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Re: Ideas need complexity, commitment and some attention

It's the opposite, the fact that through diplomacy and politics a realm could settle down and reach a perfect balance (which is definitely a new concept for a mmorpg and something I want to test to see if it can be interesting).>>>>>

This is not "very interesting". It's very boring.

This has happened in Puzzle Pirates and is a terrible situation to find yourself in, believe me. This is the same situation as creating content that everyone ignores and nobody uses. If nobody is at war and everyone is in an alliance, then your PvP game was coded for nothing. The ideal state of PvP is one which can be resolved in an hour or less and has a satisfying, meaningful result for all who participated.

Battlefield 1942 is an example of the ideal PvP situation (at least as far as the end of the battle is concerned). In Battlefield (which is not an MMO), you see who won, who lost and by how many points at the end of every battle. I believe WoW's Battlegrounds has the same thing. The idea is not a huge epic saga that goes nowhere, like in DAOC, but small episodes in which every player counts. When you hear about war, which is more exciting, to hear how long the war took and it's toll in human lives, or to hear a first-hand account of capturing a bunker from someone who was actually there. Did that bunker turn the tide of the war? No. But it's fun to hear, goddamnit, and therefore I assume it'll be fun to play a simulation of capturing that bunker in the consequence-free playground of the PC. What sells better, turn-based strategy games about WWII, or first-person shooters about WWII? The individual needs to feel important in a battle. Nobody likes to be a statistic, a little cog turning a big wheel along with hundreds of other cogs.

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