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Old 10-14-2020, 08:52 PM
FatherSioux FatherSioux is offline
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Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
Do you think the same of folks enjoy chess, or golf? I've played those games "over and over" too. I'm not inclined to toss a hobby in the trashcan simply because it isn't new anymore.

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With now 27 expansions in 21+ years, what is the current rate of new expansion production? For awhile Sony was cranking them out two a year but clearly it must have slowed. Due to its age and extended timeline EQ serves as an example of the downfall of the MMO-RPG genre due to the expansion business model: If you find such a game you like, in most cases it's only a matter of time until it morphs into something completely different.

Danth
Imagine equating chess and golf to p99.
  #2  
Old 10-15-2020, 12:46 AM
Ennewi Ennewi is offline
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Quote:
Originally Posted by FatherSioux [You must be logged in to view images. Log in or Register.]
Imagine equating chess and golf to p99.
https://core.ac.uk/download/pdf/55642407.pdf

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Social Interaction Design in MMOs
Nelson Zagalo and Aníbal Gonçalves
Abstract:
This chapter discusses logics of design implemented within MMO’s to support social interaction. First
we try to understand how designers attract players to games that request constant collaboration and
cooperation actions to play and progress, and then how do they maintain the interest throughout
playing. For the first question we discuss in depth the design for social interdependency, as for the
second, we present a study on persuasion techniques used in the design of social game mechanics.
We’ve used World of Warcraft as our main case study.
Key words: game design, social interaction, MMO, persuasion, interdependency

1. Introduction
Games are inherently of social nature. Chess or checkers were designed to be experienced not only
with the game itself, but also with others.
On the other hand, videogames are inherently of solitary
nature. Since the beginning, the story of games was attached to the specificity of putting the machine
in the place of the opponent. A.S. Douglas PhD thesis on Human-Machine Interaction (1954) at the
University of Cambridge was to prove that he could build an algorithm that would be able to respond
as a human-to-human play. Or even Pong, the beauty of it was that we could be alone at home and
still play the game against the machine.
The question raised is, what is more rewarding to the user? We've seen from the current trends in
videogames that the social has never been vanished, and more than ever videogames use the social
as condition to sell. Starting with MUDs, then MMOs and more recently Social Games, online games
were able to bring the social into the equation again – even more so than before.
Therefore studying MMOs means studying social aspects of games, aspects as “human attachment”
(Bowlby, 1969:39) or in a broader sense, how communities are built. Mammalian babies would not
survive without strong attachment with parents, which feel in return the need to protect and take care,
a process of basic bonding. As most studies in Positive Psychology demonstrate, millennia of
evolution took us to feel the most rewarded through doing good to others (Sheldon e Lyubomirsky,
2004). This takes us to the main question about what generates groups and communities, and why do
they stay together? The answers are in survival, the group is a condition to survive for mammalians,
and we can say that the energy to propel grouping comes from the actions of interdependence
between members of a group.
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  #3  
Old 10-15-2020, 04:57 AM
charmcitysking charmcitysking is offline
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Quote:
Originally Posted by Ennewi [You must be logged in to view images. Log in or Register.]
Yikes
  #4  
Old 10-17-2020, 07:21 AM
Mblake81 Mblake81 is offline
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Quote:
Originally Posted by FatherSioux [You must be logged in to view images. Log in or Register.]
It’s funny how live EQ is so harshly judged here considering we’re playing the same content we’ve all played numerous times over and over. Mental illness must afflict 75% of the playerbase.
matter of taste.
  #5  
Old 10-14-2020, 08:47 PM
Morton Jr Morton Jr is offline
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i watched the torment of velious avatar of war video, it was the rallos zek model from pop and he did not even walk correctly like they cut and pasted it into that zone.

No new textures or models all they did was add a few levels and give each classes an upgrade

i tried playing a few months ago there are so many AAs it will make your head spin, yea you get them fast but jesus christ how can you figure out what order you should buy them in
  #6  
Old 10-14-2020, 10:40 PM
bubur bubur is offline
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nice was just thinking about this a couple days ago - we were due for an announcement. every single year getting a qtr 4 new xpac since 2007; and before that EVEN MORE often

https://everquest.allakhazam.com/wiki/eq:expansions

21 years; 27 xpacs

dats eq baby
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Old 10-14-2020, 11:31 PM
bubur bubur is offline
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old man maga hat who retired his closest to lv 60 endorses meme about game he claims is dead but actually left him behind and he never really understood

pras eq live
pras tlps
pras JCHAN!
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Old 10-15-2020, 12:03 AM
Jibartik Jibartik is offline
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Sounds like fun content for my 12 autobot army to grind through while I manage scripts and data in a spreadsheet on a second monitor.
  #9  
Old 10-15-2020, 12:06 AM
Bardp1999 Bardp1999 is offline
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Quote:
Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
Sounds like fun content for my 12 autobot army to grind through while I manage scripts and data in a spreadsheet on a second monitor.
I LOL'd IRL
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  #10  
Old 10-15-2020, 12:36 AM
Tunabros Tunabros is offline
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Quote:
Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
Sounds like fun content for my 12 autobot army to grind through while I manage scripts and data in a spreadsheet on a second monitor.
Am I the only one who doesn't find boxing fun at all?
Like whats the point... It feels so annoying to do
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