Generic-Giant-Spider
Guest
It is much deeper than Street Fighter
Jesus Christ, no.
It is much deeper than Street Fighter
Dude, that is not the fucking problem with the gameplay vs storyworld conflict. The problem is sooner that everyone is basically playing shitty singleplayer campaigns in an endlessly respawning world where everyone gets to be the special world-saving hero and after you another 100 players will be the one to save the world from the same threat too. That you have tons of classes running around tossing resurrect spells 24-7 but the moment an NPC dies in one of those cutscenes or shit it's totally a final death with no resurrecting him (unless you count the respawn that happens when the next person does the same quest). With the Warlock class you also have the problem that (alliance-side especially) Warlocks tend to be underground networks who are supposed to hide that they're Warlocks but you know that that's all flavor shit and running around summoning infernals in the middle of the Ironforge auctionhouse or wherever won't see your character get into trouble at all. In general there is almost no reactivity towards your class outside of class-specific quests, class-specific quest rewards, and people going "Hello there [classname]." and if they're feeling fancy the NPC might even have a sentence or two about your class before you're treated to the exact same shit as everyone else. Warlocks and Paladins are treated the exact same by the Argent Dawn, for instance. At the end of the day you're playing a generic adventurer-hero-savior archetype and everything else is window dressing and everyone gets to be the same adventurer-hero-savior you are as nothing anyone does sticks with the exception of very rare world quests like the AQ gates. So there are a lot of ways gameplay conveniences fuck with the storyworld you are supposed to buy into.Simple. Warlocks are supposed to be a class who uses "Fel Magic" and Fel energy literally corrupted an entire race(high elves to blood elves). They suffer no consequences of using this type of magic. Hellfire warlocks on 3.5e took a point of CON damage when channeling the hellfire. And Kineticists on kingmaker has the burn mechanic(and note that they channel elemental energies). Channeling "Fel" energy on wow has ZERO consequences in gameplay and in lore, potential to corrupt an entire race.
In classic wow, you still have the "everyone has the same base attributes BS" but at least had trainers to train you and to have a succubus pet, you need to "tame" in a long quest. This was removed, and now, just by killing a bunch of mobs, he somehow gets a demoniac pet and the knowledge needed.
Dude, that is not the fucking problem with the gameplay vs storyworld conflict. The problem is sooner that everyone is basically playing shitty singleplayer campaigns in an endlessly respawning world where everyone gets to be the special world-saving hero and after you another 100 players will be the one to save the world from the same threat too. That you have tons of classes running around tossing resurrect spells 24-7 but the moment an NPC dies in one of those cutscenes or shit it's totally a final death with no resurrecting him (unless you count the respawn that happens when the next person does the same quest). With the Warlock class you also have the problem that (alliance-side especially) Warlocks tend to be underground networks who are supposed to hide that they're Warlocks but you know that that's all flavor shit and running around summoning infernals in the middle of the Ironforge auctionhouse or wherever won't see your character get into trouble at all. In general there is almost no reactivity towards your class outside of class-specific quests, class-specific quest rewards, and people going "Hello there [classname]." and if they're feeling fancy the NPC might even have a sentence or two about your class before you're treated to the exact same shit as everyone else. Warlocks and Paladins are treated the exact same by the Argent Dawn, for instance. At the end of the day you're playing a generic adventurer-hero-savior archetype and everything else is window dressing and everyone gets to be the same adventurer-hero-savior you are as nothing anyone does sticks with the exception of very rare world quests like the AQ gates. So there are a lot of ways gameplay conveniences fuck with the storyworld you are supposed to buy into.Simple. Warlocks are supposed to be a class who uses "Fel Magic" and Fel energy literally corrupted an entire race(high elves to blood elves). They suffer no consequences of using this type of magic. Hellfire warlocks on 3.5e took a point of CON damage when channeling the hellfire. And Kineticists on kingmaker has the burn mechanic(and note that they channel elemental energies). Channeling "Fel" energy on wow has ZERO consequences in gameplay and in lore, potential to corrupt an entire race.
In classic wow, you still have the "everyone has the same base attributes BS" but at least had trainers to train you and to have a succubus pet, you need to "tame" in a long quest. This was removed, and now, just by killing a bunch of mobs, he somehow gets a demoniac pet and the knowledge needed.
But that had ideas like roaming packs of wolves might kill everyone in a village and then some weak goblins find the empty village and claim it as their own. Etc. But making ideas like this into a reality is hard, and they proved it.
There's an easy solution to this problem though that's already been implemented in other games. Have fresh blood attract predators to eat the corpses after a delay that are strong enough to be a serious challenge to players individually. If the players stick around to kill some of the predators or commit a furry genocide, the blood from these new corpses attract even more predators, and in greater numbers. This creates a negative feedback loop that teaches players to only take what they need and move on, or else they'll get swarmed in a feeding frenzy. Incidentally this is how the crime system works in many games like Skyrim and Grand Theft Auto.Amazing post. But a "ecology" mechanic which would be an alternative to the "respawn" but look what happened to Ultima Online ecology when they did it
This is why IMO sandbox >>>> themepark.
We would have amazing games if people weren't such plebs :/But that had ideas like roaming packs of wolves might kill everyone in a village and then some weak goblins find the empty village and claim it as their own. Etc. But making ideas like this into a reality is hard, and they proved it.
Mount & Blade acomplished a little of it but is a no magical setting, so no Goblins and similar creatures. Prices fluctuate by supply and demand laws, most NPC's relationships and merchants AI are well made, NPC's declare war on each other, marry, trade, plunder...