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	<title>Comments for Elder Game</title>
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	<link>http://www.eldergame.com</link>
	<description>MMO game development</description>
	<lastBuildDate>Sat, 04 Feb 2012 19:49:59 +0000</lastBuildDate>
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		<title>Comment on Sign Up For Pre-Alpha/Alpha/Beta by Travis Munguia</title>
		<link>http://www.eldergame.com/2012/02/sign-up-for-pre-alphaalphabeta/#comment-66635</link>
		<dc:creator>Travis Munguia</dc:creator>
		<pubDate>Sat, 04 Feb 2012 19:49:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1796#comment-66635</guid>
		<description>I grew up in the Seattle area and used to test games for Microsoft from 1999-2003.  After testing games for xbox(before launch) and pc they would offer free software to compensate us for our time.  Luckily for me I chose a game that looked pretty interesting called Asheron&#039;s Call !  That was my foray into the amazing world of massively multiplayer online role playing games. Ever since then I have played numerous MMO&#039;s and participated in a few beta&#039;s of upcoming titles I was interested in suchas: AC2(my all-time favorite MMO), DDO, LoTRO, WoW and most recently SWToR.

Luckily doing a search on AC2 lead me to your site and I would be interested in testing anything that I could provide help and insight on.  As I said earlier, I think AC2 was the best MMO that I have played warts and all.  The reason is that it found the balance that I think is missing from most of  the games that are out today.  It was kind of a hardcore game but also was very accesable and fun to play.  Very tough to find that balance between fun and challenging.

Best of luck on this project and hope to hear back, Travis</description>
		<content:encoded><![CDATA[<p>I grew up in the Seattle area and used to test games for Microsoft from 1999-2003.  After testing games for xbox(before launch) and pc they would offer free software to compensate us for our time.  Luckily for me I chose a game that looked pretty interesting called Asheron&#8217;s Call !  That was my foray into the amazing world of massively multiplayer online role playing games. Ever since then I have played numerous MMO&#8217;s and participated in a few beta&#8217;s of upcoming titles I was interested in suchas: AC2(my all-time favorite MMO), DDO, LoTRO, WoW and most recently SWToR.</p>
<p>Luckily doing a search on AC2 lead me to your site and I would be interested in testing anything that I could provide help and insight on.  As I said earlier, I think AC2 was the best MMO that I have played warts and all.  The reason is that it found the balance that I think is missing from most of  the games that are out today.  It was kind of a hardcore game but also was very accesable and fun to play.  Very tough to find that balance between fun and challenging.</p>
<p>Best of luck on this project and hope to hear back, Travis</p>
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		<title>Comment on Sign Up For Pre-Alpha/Alpha/Beta by Ever Test An Indie MMO? &#124; Game Ninja</title>
		<link>http://www.eldergame.com/2012/02/sign-up-for-pre-alphaalphabeta/#comment-66634</link>
		<dc:creator>Ever Test An Indie MMO? &#124; Game Ninja</dc:creator>
		<pubDate>Sat, 04 Feb 2012 15:05:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1796#comment-66634</guid>
		<description>[...] at Elder Game has opened up signups to test his one-man indie MMO, Project Gorgon.&#160; I don&#8217;t have the time to justify taking [...]</description>
		<content:encoded><![CDATA[<p>[...] at Elder Game has opened up signups to test his one-man indie MMO, Project Gorgon.&nbsp; I don&#8217;t have the time to justify taking [...]</p>
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		<title>Comment on Project Gorgon&#8217;s Death Penalty by Silvanis</title>
		<link>http://www.eldergame.com/2012/02/project-gorgons-death-penalty/#comment-66629</link>
		<dc:creator>Silvanis</dc:creator>
		<pubDate>Sat, 04 Feb 2012 07:34:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1776#comment-66629</guid>
		<description>I don&#039;t know about death curses on bosses. You&#039;re penalizing people for trying to take on the hardest content by making that content harder. HP loss means they now have to beat something that already killed them at full HP. Polymorphing them means removing abilities they used last time. I don&#039;t see the difference between this and losing equipment in a more item-centric MMO.

So imagine this scenario: you get a group together, and finally fight your way to the big bad. It&#039;s a close fight, but he wipes the group. Now you have to run back to the dungeon, hope that it hasn&#039;t repopulated, and tackle the same boss, but this time you&#039;re weaker. And the whole party has to agree to do this. Or just one of them could quit, leaving you in an untenable position. Now you HAVE to find the alternate cure, or find another group that&#039;s willing to take someone who isn&#039;t 100% and risk getting cursed themselves.

I just don&#039;t see how this is a good thing.</description>
		<content:encoded><![CDATA[<p>I don&#8217;t know about death curses on bosses. You&#8217;re penalizing people for trying to take on the hardest content by making that content harder. HP loss means they now have to beat something that already killed them at full HP. Polymorphing them means removing abilities they used last time. I don&#8217;t see the difference between this and losing equipment in a more item-centric MMO.</p>
<p>So imagine this scenario: you get a group together, and finally fight your way to the big bad. It&#8217;s a close fight, but he wipes the group. Now you have to run back to the dungeon, hope that it hasn&#8217;t repopulated, and tackle the same boss, but this time you&#8217;re weaker. And the whole party has to agree to do this. Or just one of them could quit, leaving you in an untenable position. Now you HAVE to find the alternate cure, or find another group that&#8217;s willing to take someone who isn&#8217;t 100% and risk getting cursed themselves.</p>
<p>I just don&#8217;t see how this is a good thing.</p>
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		<title>Comment on Easy Player-Made Content by Eric</title>
		<link>http://www.eldergame.com/2012/01/easy-player-made-content/#comment-66626</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Fri, 03 Feb 2012 11:47:50 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1755#comment-66626</guid>
		<description>@Dave Bowman - that is the best comment ever and I wish I could think of something to top it. You still haven&#039;t gotten tired of bad cop!? :)</description>
		<content:encoded><![CDATA[<p>@Dave Bowman &#8211; that is the best comment ever and I wish I could think of something to top it. You still haven&#8217;t gotten tired of bad cop!? :)</p>
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		<title>Comment on Project Gorgon&#8217;s Death Penalty by Mike Grem</title>
		<link>http://www.eldergame.com/2012/02/project-gorgons-death-penalty/#comment-66624</link>
		<dc:creator>Mike Grem</dc:creator>
		<pubDate>Thu, 02 Feb 2012 08:21:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1776#comment-66624</guid>
		<description>Hey there Eric, I have to say... the bee idea sounds like it&#039;s getting a lot of people interested in your curses. I like how you&#039;re not just slapping debuffs on curses, but actual game-changers that happen to have new experiences attached to them. It almost feels like a silver lining to a black cloud... sure, I just lost this fight and many of my abilities are useless now that I&#039;m a bee, but... hell, I&#039;m a bee! Let&#039;s see what I can do!

I don&#039;t know if your Pre-Alpha will be open or not, but if it is, I will join that in a heartbeat. Your posts over the past few weeks have been very exciting. =]</description>
		<content:encoded><![CDATA[<p>Hey there Eric, I have to say&#8230; the bee idea sounds like it&#8217;s getting a lot of people interested in your curses. I like how you&#8217;re not just slapping debuffs on curses, but actual game-changers that happen to have new experiences attached to them. It almost feels like a silver lining to a black cloud&#8230; sure, I just lost this fight and many of my abilities are useless now that I&#8217;m a bee, but&#8230; hell, I&#8217;m a bee! Let&#8217;s see what I can do!</p>
<p>I don&#8217;t know if your Pre-Alpha will be open or not, but if it is, I will join that in a heartbeat. Your posts over the past few weeks have been very exciting. =]</p>
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		<title>Comment on Project Gorgon&#8217;s Death Penalty by Azuriel</title>
		<link>http://www.eldergame.com/2012/02/project-gorgons-death-penalty/#comment-66623</link>
		<dc:creator>Azuriel</dc:creator>
		<pubDate>Thu, 02 Feb 2012 05:22:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1776#comment-66623</guid>
		<description>@Ahtchu:
&lt;i&gt;The harsher the penalty, the more incentive to experiment to find methods of tackling content that give more breathing room.&lt;/i&gt;

Err... what? &quot;Experiment&quot; implies failure, as in trying different things and failing until you come to a correct solution. Harsh penalties &lt;i&gt;discourage&lt;/i&gt; risky behavior and experimentation. Your argument is essentially that Diablo-esque Hardcore Mode (death is permanent) encourages &lt;i&gt;more&lt;/i&gt; experimentation than any other difficulty mode. That is simply absurd.

Green Armadillo has it correct, as do the AAA publishers. The player is already being punished time-wise and pride-wise by dying; all fancy death penalties accomplish is increase the magnitude of the time loss. Not only did you lose the Chess match, you got kicked in the shins and can&#039;t play another match for 10 minutes. Roguelikes and similar games can use death penalties to influence player behavior, sure, but that behavior is incongruent with the thrust of MMORPGs. Do you really want your players to not care about the accumulation of items and stats and levels in your game?</description>
		<content:encoded><![CDATA[<p>@Ahtchu:<br />
<i>The harsher the penalty, the more incentive to experiment to find methods of tackling content that give more breathing room.</i></p>
<p>Err&#8230; what? &#8220;Experiment&#8221; implies failure, as in trying different things and failing until you come to a correct solution. Harsh penalties <i>discourage</i> risky behavior and experimentation. Your argument is essentially that Diablo-esque Hardcore Mode (death is permanent) encourages <i>more</i> experimentation than any other difficulty mode. That is simply absurd.</p>
<p>Green Armadillo has it correct, as do the AAA publishers. The player is already being punished time-wise and pride-wise by dying; all fancy death penalties accomplish is increase the magnitude of the time loss. Not only did you lose the Chess match, you got kicked in the shins and can&#8217;t play another match for 10 minutes. Roguelikes and similar games can use death penalties to influence player behavior, sure, but that behavior is incongruent with the thrust of MMORPGs. Do you really want your players to not care about the accumulation of items and stats and levels in your game?</p>
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		<title>Comment on Project Gorgon&#8217;s Death Penalty by Ahtchu</title>
		<link>http://www.eldergame.com/2012/02/project-gorgons-death-penalty/#comment-66622</link>
		<dc:creator>Ahtchu</dc:creator>
		<pubDate>Thu, 02 Feb 2012 02:46:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1776#comment-66622</guid>
		<description>@ Armadillo
Time is the ultimate common denom, but figure that the time it takes to recover a given amount of gear is not common. Time to being allowed to &#039;release&#039; would be common (or could even be rigged not to be).
There are exchange rates for everything, but multiple currencies for a reason.</description>
		<content:encoded><![CDATA[<p>@ Armadillo<br />
Time is the ultimate common denom, but figure that the time it takes to recover a given amount of gear is not common. Time to being allowed to &#8216;release&#8217; would be common (or could even be rigged not to be).<br />
There are exchange rates for everything, but multiple currencies for a reason.</p>
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		<title>Comment on Project Gorgon&#8217;s Death Penalty by Green Armadillo</title>
		<link>http://www.eldergame.com/2012/02/project-gorgons-death-penalty/#comment-66620</link>
		<dc:creator>Green Armadillo</dc:creator>
		<pubDate>Thu, 02 Feb 2012 01:40:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1776#comment-66620</guid>
		<description>&quot;The trick is that my graph up there represents a death penalty as a single axis, but actually death penalties have many factors, such as:
    How much time is lost before your character is “back to normal” again
    How much of your resources are lost to death (items, money, etc.)
    How far you have to travel to resume playing&quot;

How do you recover your lost resources (up to and including all of your gear if someone went that route)?  Time.  How do you get back to the place where you want to resume playing?  Time.  Even the curse of permanent polymorph:bee can be expressed as a time penalty (either to find someone willing to invite a useless bee and kill the boss for you to remove the curse, or to re-roll the character from scratch).    

That said, I think you&#039;re onto something with the bee thing.  It is time, but it also an experience in addition to a penalty.  If implemented well, I could see something like that being fun, or at least generating respect for the world that makes the rest of the gameplay fun.  The implementation is the catch - the first time you die due to a bug and spend a week trying to remove the curse of bee may be vaguely amusing, but I would almost certainly quit a game where this happened on a routine basis.  

(Alternately, you may have guilds of people who have intentionally turned into bees, and a cottage player economy in escorting would-be bees to the boss so they can obtain the curse.)</description>
		<content:encoded><![CDATA[<p>&#8220;The trick is that my graph up there represents a death penalty as a single axis, but actually death penalties have many factors, such as:<br />
    How much time is lost before your character is “back to normal” again<br />
    How much of your resources are lost to death (items, money, etc.)<br />
    How far you have to travel to resume playing&#8221;</p>
<p>How do you recover your lost resources (up to and including all of your gear if someone went that route)?  Time.  How do you get back to the place where you want to resume playing?  Time.  Even the curse of permanent polymorph:bee can be expressed as a time penalty (either to find someone willing to invite a useless bee and kill the boss for you to remove the curse, or to re-roll the character from scratch).    </p>
<p>That said, I think you&#8217;re onto something with the bee thing.  It is time, but it also an experience in addition to a penalty.  If implemented well, I could see something like that being fun, or at least generating respect for the world that makes the rest of the gameplay fun.  The implementation is the catch &#8211; the first time you die due to a bug and spend a week trying to remove the curse of bee may be vaguely amusing, but I would almost certainly quit a game where this happened on a routine basis.  </p>
<p>(Alternately, you may have guilds of people who have intentionally turned into bees, and a cottage player economy in escorting would-be bees to the boss so they can obtain the curse.)</p>
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		<title>Comment on Project Gorgon&#8217;s Death Penalty by Mitch</title>
		<link>http://www.eldergame.com/2012/02/project-gorgons-death-penalty/#comment-66619</link>
		<dc:creator>Mitch</dc:creator>
		<pubDate>Wed, 01 Feb 2012 23:57:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1776#comment-66619</guid>
		<description>Oops missed the slider comment. Thanks!</description>
		<content:encoded><![CDATA[<p>Oops missed the slider comment. Thanks!</p>
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		<title>Comment on Project Gorgon&#8217;s Death Penalty by Kiryn</title>
		<link>http://www.eldergame.com/2012/02/project-gorgons-death-penalty/#comment-66618</link>
		<dc:creator>Kiryn</dc:creator>
		<pubDate>Wed, 01 Feb 2012 23:32:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=1776#comment-66618</guid>
		<description>&quot;For example, a slider they set on themselves (or on their raid group perhaps). Set it low, the penalty for death is reduced, but so are the rewards. Set it high, the penalty is much greater, but so are the rewards. Could even adjust the difficulty of monsters with that as well. Higher penalty, harder mobs.&quot;

Star Trek Online does this exact thing. Everything is instanced, and you choose the difficulty before you enter the instance. On standard difficulty, the mobs are a pushover to kill and the only penalty for death is time: you have a short countdown before you&#039;re allowed to respawn (10-15 seconds, I think) and you&#039;re returned to your respawn point. You can unlock more respawn points as you progress through an area, so it&#039;s more like a &quot;don&#039;t respawn me in the middle of the fight&quot; than a penalty of making you walk back to the fight. A couple of times, the fight was happening right on top of my spawn point, so there was almost no downtime.

However, if you set the difficulty higher, the mobs get very difficult, but the rewards are much higher. If you die, you have a chance to get a permanent injury that reduces your stats. There are three levels of rare-drop items you can use to remove these injuries back at a starbase, based on the severity of the injury. So basically, the game has no death penalties by default, and you can enable them if you want.</description>
		<content:encoded><![CDATA[<p>&#8220;For example, a slider they set on themselves (or on their raid group perhaps). Set it low, the penalty for death is reduced, but so are the rewards. Set it high, the penalty is much greater, but so are the rewards. Could even adjust the difficulty of monsters with that as well. Higher penalty, harder mobs.&#8221;</p>
<p>Star Trek Online does this exact thing. Everything is instanced, and you choose the difficulty before you enter the instance. On standard difficulty, the mobs are a pushover to kill and the only penalty for death is time: you have a short countdown before you&#8217;re allowed to respawn (10-15 seconds, I think) and you&#8217;re returned to your respawn point. You can unlock more respawn points as you progress through an area, so it&#8217;s more like a &#8220;don&#8217;t respawn me in the middle of the fight&#8221; than a penalty of making you walk back to the fight. A couple of times, the fight was happening right on top of my spawn point, so there was almost no downtime.</p>
<p>However, if you set the difficulty higher, the mobs get very difficult, but the rewards are much higher. If you die, you have a chance to get a permanent injury that reduces your stats. There are three levels of rare-drop items you can use to remove these injuries back at a starbase, based on the severity of the injury. So basically, the game has no death penalties by default, and you can enable them if you want.</p>
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