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> But then you lose the players that value immersion

Depends on player, but to me all MMORPGs feel less like an environment and more off an Amusement parks.

Because events in them are designer driven and not player driven. Could players cause Cataclysm or liberate a city for a day or a month? No. Because designers want to appease a mass of players, they make events repeatable, which cheapens the significance of event (you get an achievement, and you get an achievement).

Compare this to something 2D but more systemic like SS13, where unintentional actions of a single individual e.g. a clown puting a bag of holding in another bag of holding can completely change the round. I.e. spawn a life-threatening singularity that might destroy the station.

Or hell a sabotage by a spy might have side effects. Lets say a spy trying to cause a blackout to eliminate his target unintentionally unleashes a horde of monkeys, infected by the furry virus, from captivity. Monkeys in turn unleash a dangerous space kudzu which results in station being plagued by both a literal furry plague, a bunch of violent apes and a sentient and malevolent plant.




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