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Incentives are Toxic to Gaming?

Firellight
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I'm currently doing a reading and class discussion on materialism, and I've been relating a lot of it to the gaming industry. The course is called "Sustainable Happiness", and incorporates positive psychology, environmentalism, intrinsic/extrinsic values and materialism into the curriculum (so far in my second week).

If anybody recognizes my username, I made a few posts in attempts to increase intrinsic actions in ESO, such as suggesting enhanced roleplay features, alliance war overhauls and starting a discussion around the possibility of the level 1-50 grind being pointless. I admit, I have an anti-grind ideology, and I wouldn't go beyond a month of casual effort to reach endgame of a particular feature. I also support any social activity, and endgame features revolving around these things. I like to skip the formalities, have fun, meet friends and develop communities.

I am not going to get into any details, but I want to start a conversation on how ESO players, and perhaps ZOS devs can increase non-materialistic values and practices in the game. I always fail to start a guild, so if any guild leaders are reading this post, we can discuss how guilds thrive. Just yesterday, I was passing through a dungeon, and noticed a bunch of people at the entrance. They were having a guild event, most likely providing materialistic incentives to participate. Any thoughts?
Edited by Firellight on January 18, 2015 8:53PM
  • newtinmpls
    newtinmpls
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    Hey, I and a friend started a guild purely for role playing purposes. We anticipate never having more than 'our' accounts, never having a bank; but in terms of how we envision our characters it's important.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • dodgehopper_ESO
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    Materialism doesn't just have to do with roleplay. I'm of the more pvp oriented stripe, but I'm generally polite out there while also being completely willing to cut you down if you're the opponent. Its a game, and if we were playing Chess or Monopoly, I would do the same to you. I think on the whole though most MMO's are intrinsically materialist. For whatever reason, game designers think that what keeps us in a game is the continual grab for the next shiny. It might very well be that they (Game designers as a whole, from all companies) do not feel they can release enough content to entertain us. In a desire to keep their income, they resort to gambling and materialist based psychological tactics. As a person who comes to MMO's more from the perspective of FPS's and Fighter Pilot games, I've never been as interested in gearing up, though I begrudgingly do it, if only to be equal with the opposition. The point I'm trying to make in all this, is that as someone who likes PVP, I would truly love a system that was purely about the fun of the combat, and put all people and their gear on an equal footing in the realm of PVP. I like a game to be about the skill of the player, and not so much about how many years they've been grinding something into boredom. Its not what MMO's are about though, so I've choked on that pill and moved on. Its the hurdle we all have to get over, if we want to do this thing called MMO.
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  • timidobserver
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    It's one thing to have personal preferences and another to try to present them as how something the game should be built around. There should certainly be options for people like you, but other stuff for people that like materialistic gaming isn't necessarily toxic.
    Edited by timidobserver on January 18, 2015 9:42PM
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  • Psychobunni
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    I guess it depends on the player. My husband and I have gone rounds on most everything in game. He sees a chest and goes "SQUIRREL!"....I see a chest and can't be bothered bc I feel what is inside is junk and Idc care abt achievements.(for easy examples sake)

    Our perceptions of what we do, how we have fun, what drives us to do things in game are going to vary player to player. Thus ZOS has to try to encompass avenues for most in game to keep a broad range of players.
    If options weren't necessary, and everyone played the same way, no one would use addons. Fix the UI!

  • MissBizz
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    I run a cross faction PvX guild. We do occasionally run events that have material prizes. We run these as cross faction events and hold one per month. (I think last month we also had a month long screenshot contest) Now, that is one event per month. We also hold an average of 5 events per week. These events have no materialistic incentive to participate. Sure, some of these are dungeon runs which people use to be able to complete the pledges, but we often have members who have completed the pledges, and all dungeons, and still participate to help out. We also hold events such as drunken fishing, which at this point has almost no materialistic incentives on its own, but we enjoy getting to know each other better and visiting.

    I think it would be near impossible for the devs to come up with experiences in game that people will enjoy with no prize at the end. This is left up to the players, and I believe is better in the hands of the players.

    Guilds thrive when they have a member base that feels connected to each other through common factors such as maturity, specific interests in game, or a host of other things they may think mutually on. With the common factors in place, members will enjoy doing things together with no material prize.

    Keep in mind this is the first guild I have ever run. I also feel all my statements are directed at the regular style of guild, and not trading guilds. Although trading guild members do hold a mutual goal, I believe the entire concept of a trading guild is aimed at materialistic (gold) incentives.
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  • Semfim
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    Materialistic rewards are just a part of a bigger spectrum of rewards that make games addicting. As a matter of fact addiction is the word that defines the mechanics behind mmorpg's. Lets take the example of the xp curve: the first lvl is "free", then you start working up a ladder that increases the ammount of effort needed to get the same basic reward which was so easy to get at first.

    This is the stereotype of diminishing "returns" when using addictive substances. Games however are not substances that create a physical effect on your body, just psycological. Hence, to keep the perceived value of the reward by the player, they open new possibilities for each given reward (more skills, more content).

    This effect is even bigger in MMO's because it is a massively social system, so getting those rewards will allow you to have access to social lvls in a social ladder made of human beings that are inserted in the same social network as you are.

    So, materialistic rewards here are just a way for them to reinforce such mechanics. In real life, does a fancy car get you faster through heavy traffic? No but when your traffic jam neighbours look outside the window and see you driving a much better car than theirs they get nasty chemicals into their brains because in the social ladder of the traffic jam you are above them.

    Thats why almost every player plays to reach some kind of goal. That however may vary. Some people are competitive while others are social, some are completionists others are researchers/investigators. Competitive people might want the best time trial, social get their kicks from a night well spent RP'ing their character at a tavern, completionists have pleasure when they finally find that trophy that allowed them to get a particular achievement and researchers have their "high" when a particular build they thought off works.

    In a way its a mimese of the real world. All your bodily functions are governed by chemical stimulus that have molded your behaviour ever since your inception. You eat because your body produces chemicals that give you pleasure, while if you are hungry your body signals your mind with other chemicals that make you feel unconfortable. Same goes goes every aspect of human life or any other types of life. Its nature's way of making sure we do not just abandon life and chemical stimulus are the key to survival.

    Now, sorry for the long post, but I thought it needed some clarification. So materialistic rewards are part of that equation. My word of advice, if you want to avoid the traps of consumerism, you have to replace the stimulae that material rewards give. I already gave you some hints as that could be acomplished and it depends of the type of crowd you are trying to acomplish something for/with.

    Sheesh, long post... btw all this stuff i said is based on actual science and don't you believe for a second that any game developer worth its salt is not aware of this. :)

    Good luck though. If you play EU server and need a hand on anything send me a PM.
  • Ahdora
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    Interesting topic! Sounds like an awesome class, too. Right up my alley. It sucks that you're going to get a bunch of LOLs on this from the more immature folks in the community, but anyway...

    In trying to think of how to bring value to gameplay outside of material incentive (From the Devs, not the players), I realized that it can be hard to separate the two. As an example, something that will bring a lot of enjoyment for me is housing. Decorating, showing off said decorations, etc. However, it's likely that housing will also come with a material incentive included, like more storage space or possibly the ability to sell items from your home, thus voiding the broker fee for those making the trek. Housing items will also be sold, no doubt, or quested for, etc.

    That's not a bad thing, though, is it? It would provide value for different player types.

    If I'm off base on what you meant, let me know. I'm overworked and underfed at the moment.
    Edited by Ahdora on January 19, 2015 12:57AM
    Heals With Stick, V11 Argonian Nightblade Healer, NA-EP
  • Firellight
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    Ahdora wrote: »
    Interesting topic! Sounds like an awesome class, too. Right up my alley. It sucks that you're going to get a bunch of LOLs on this from the more immature folks in the community, but anyway...

    In trying to think of how to bring value to gameplay outside of material incentive (From the Devs, not the players), I realized that it can be hard to separate the two. As an example, something that will bring a lot of enjoyment for me is housing. Decorating, showing off said decorations, etc. However, it's likely that housing will also come with a material incentive included, like more storage space or possibly the ability to sell items from your home, thus voiding the broker fee for those making the trek. Housing items will also be sold, no doubt, or quested for, etc.

    That's not a bad thing, though, is it? It would provide value for different player types.

    If I'm off base on what you meant, let me know. I'm overworked and underfed at the moment.

    7 LOLs as of posting this reply.
    Edited by Firellight on January 19, 2015 1:52AM
  • Alphashado
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    If I'm not mistaken, you are suggesting the game have more social aspects to create incentives rather than material rewards? I can understand where you are coming from. Perhaps there should be more content to facilitate social agendas. Like http://forums.elderscrollsonline.com/discussion/142781/no-hang-out-city-makes-vet-eso-feel-empty/p1 for example.

    But there has to be material driven incentives because that is what most people crave in their games. The "carrot on a stick". I don't see anything wrong with suggesting that ZoS figures out more ways to create social environments, but it should not happen at the cost of losing any existing material incentives, because the average player likes to strive for material rewards such as gear, stats, and achievements.
    Edited by Alphashado on January 19, 2015 2:04AM
  • DDuke
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    Firellight wrote: »
    Ahdora wrote: »
    Interesting topic! Sounds like an awesome class, too. Right up my alley. It sucks that you're going to get a bunch of LOLs on this from the more immature folks in the community, but anyway...

    In trying to think of how to bring value to gameplay outside of material incentive (From the Devs, not the players), I realized that it can be hard to separate the two. As an example, something that will bring a lot of enjoyment for me is housing. Decorating, showing off said decorations, etc. However, it's likely that housing will also come with a material incentive included, like more storage space or possibly the ability to sell items from your home, thus voiding the broker fee for those making the trek. Housing items will also be sold, no doubt, or quested for, etc.

    That's not a bad thing, though, is it? It would provide value for different player types.

    If I'm off base on what you meant, let me know. I'm overworked and underfed at the moment.

    7 LOLs as of posting this reply.

    laughing-lol-crazy-l.png


    Sorry, I couldn't resist...

    On a more serious note, I was about to write a more elaborate reply, but @Semfim above pretty much nailed it.
  • Draehl
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    The problem is to keep most players' interest in a game long term it either needs:
    1. To have a goal to chase (gear treadmill) as to keep players constantly striving for more power. This is the common route in MMOs.
    2. Be extremely difficult and have a very high skill cap/competitive nature. Not to knock ESO (I love it) but it doesn't have a particularly high skill cap compared to its peer MMOs. Even the highest skill cap MMOs fall flat when compared with MOBAs/first person shooters.
    3. Extremely high replay value via emergent content or procedually generated and/or truly "living" worlds. ESO is great for a contemporary MMO, but when you get down to it the world isn't alive and it's just a series of very basic (albeit VERY well done) quests strung together. MMOs simply won't even try until someone really raises the bar as far as world interactivity/realism are concerned- to be clear I mean this in more of a simulation/advanced scripted AI sense- NOT graphics. Even Guild Wars 2 & Rift which have a very rudimentary dynamic systems are almost offensive in how bad they are. Everquest Next is talking some big talk along these lines, but I'll believe it when I see it.

    As far as other entertainment elements- other media far outclass MMOs. Looking for a story? Movies and books vastly outclass MMOs. Immersiveness of being a part of the story? Single player games that can make the player truly the hero of the world will win here. Both of these, even if done well for an MMO won't keep player's interest long term. Only social ties with guilds will keep people hanging on, and that's a vast minority of older MMO players anyway.

    TLDR: Loot treadmill is here to stay until we at least get somewhat more believable AI, more sophisticated emergent/procedural/sandbox (pick your adjective) content, and generally the world feels more alive, immersive and "real" versus feeling so incredibly contrived like chain quests and mobs constantly standing around a campire waiting to be killed do.
    Edited by Draehl on January 19, 2015 4:15AM
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  • firstdecan
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    Draehl wrote: »
    The problem is to keep most players' interest in a game long term it either needs:
    1. To have a goal to chase (gear treadmill) as to keep players constantly striving for more power. This is the common route in MMOs.
    2. Be extremely difficult and have a very high skill cap/competitive nature. Not to knock ESO (I love it) but it doesn't have a particularly high skill cap compared to its peer MMOs. Even the highest skill cap MMOs fall flat when compared with MOBAs/first person shooters.
    3. Extremely high replay value via emergent content or procedually generated and/or truly "living" worlds. ESO is great for a contemporary MMO, but when you get down to it the world isn't alive and it's just a series of very basic (albeit VERY well done) quests strung together. MMOs simply won't even try until someone really raises the bar as far as world interactivity/realism are concerned- to be clear I mean this in more of a simulation/advanced scripted AI sense- NOT graphics. Even Guild Wars 2 & Rift which have a very rudimentary dynamic systems are almost offensive in how bad they are. Everquest Next is talking some big talk along these lines, but I'll believe it when I see it.

    As far as other entertainment elements- other media far outclass MMOs. Looking for a story? Movies and books vastly outclass MMOs. Immersiveness of being a part of the story? Single player games that can make the player truly the hero of the world will win here. Both of these, even if done well for an MMO won't keep player's interest long term. Only social ties with guilds will keep people hanging on, and that's a vast minority of older MMO players anyway.

    TLDR: Loot treadmill is here to stay until we at least get somewhat more believable AI, more sophisticated emergent/procedural/sandbox (pick your adjective) content, and generally the world feels more alive, immersive and "real" versus feeling so incredibly contrived like chain quests and mobs constantly standing around a campire waiting to be killed do.

    I don't think the loot treadmill will ever go away. Many of the people who play this game are basically just rats in a maze, and if you take away the cheese at the end they simply will no longer play.

    Other than that, I agree with the points that you've made, they're very well expressed and I felt the need to express as much.
  • SFBryan18
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    There is an illusion of material, but everyone knows that it is not the material that they care about, but making their character the strongest. Almost every material in the game is used to increase your characters power.

    Power being the key word. All people are addicted to power. It's in our nature to survive by being the best. The best individual and the best team. The materials are just tools needed to get there.
  • WhiskyBob
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    Power is the ultimate goal. But MMO will never let you have it. You got the best gear in game? Here's a patch! *poof* your gear is now crap.

    Unreachable goals is what keeps MMO's going for a long time without adding new content. Some people mistake that for longevity.
  • SFBryan18
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    WhiskyBob wrote: »
    Power is the ultimate goal. But MMO will never let you have it. You got the best gear in game? Here's a patch! *poof* your gear is now crap.

    Unreachable goals is what keeps MMO's going for a long time without adding new content. Some people mistake that for longevity.

    Yea, treadmills suck, and they are tolerated because of the lore. The best games I've ever played were the shooters where everyone started with the exact same abilities as anyone else who might have played for awhile. This made the game much more competitive and experience was all that mattered. This game sells experience for time. One does not have to be very good as long as they have hours to waste.
  • TehMagnus
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    Only sucky ones. What's the point to being a loyal sub for months if all you get is crap?

    Zos could learn a thing or two from Veteran Rewards of some games such as Aion.
  • SteveCampsOut
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    Semfim wrote: »

    This is the stereotype of diminishing "returns" when using addictive substances. Games however are not substances that create a physical effect on your body, just psychological. Hence, to keep the perceived value of the reward by the player, they open new possibilities for each given reward (more skills, more content).

    Let me just point out that this is not entirely true. We now know, as a matter of medical fact, that things that affect our mind also affect our bodies because our minds control the chemical factories in our bodies that release things like endorphins, adrenaline and other chemicals into our bodies during game play. You can literally play yourself sick on adrenaline! People have also played themselves sick through deprivation of both food as well as rest.
    Edited by SteveCampsOut on January 19, 2015 10:47AM
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  • AlexDougherty
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    Firellight wrote: »
    I'm currently doing a reading and class discussion on materialism, and I've been relating a lot of it to the gaming industry. The course is called "Sustainable Happiness", and incorporates positive psychology, environmentalism, intrinsic/extrinsic values and materialism into the curriculum (so far in my second week).

    If anybody recognizes my username, I made a few posts in attempts to increase intrinsic actions in ESO, such as suggesting enhanced roleplay features, alliance war overhauls and starting a discussion around the possibility of the level 1-50 grind being pointless. I admit, I have an anti-grind ideology, and I wouldn't go beyond a month of casual effort to reach endgame of a particular feature. I also support any social activity, and endgame features revolving around these things. I like to skip the formalities, have fun, meet friends and develop communities.

    I am not going to get into any details, but I want to start a conversation on how ESO players, and perhaps ZOS devs can increase non-materialistic values and practices in the game. I always fail to start a guild, so if any guild leaders are reading this post, we can discuss how guilds thrive. Just yesterday, I was passing through a dungeon, and noticed a bunch of people at the entrance. They were having a guild event, most likely providing materialistic incentives to participate. Any thoughts?

    Thoughts?, Yes, several.

    Firstly, don't take what you learn on a course too deeply to heart, academics (who create these courses) come in two varieties: clueless and with an agenda. I just removed a bit o text here, because it gets political, and I don't want to break the rules, so add your own commentary, I'm pretty sure everyone can guess what I wrote.

    Secondly, most of us are not influenced by incentives (which given the definition of incentive is ironic), we play because we enjoy the game.

    Thirdly anti-grinding philosophies tend to be missing something, I know I've adopted a few myself (I hate grinding), and each time I've realise that it would either be ineffective or ruin the challenge of the game. I wish it wasn't so, but it is.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • knightblaster
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    It's not really something you can solve in RPG gaming.

    There are online environments which are not games, like Second Life, where there is no "incentive" in terms of gameplay -- but ... they're not games, but virtual environments where people interact in various ways with each other. In a game, you're going to have goals and such for players to reach -- that's what drives most people to play games, so games are going to have that in them.

    I think there is room for some other kinds of content (housing, social areas), but if you spend too much time and money on making that content, many players will get mad at the developer and say "why would I do that? I don't get anything from it. My game play time is limited, so if I don't get anything from it, I'm not going to do it, and so I'd like the devs to spend their time making more rewarding things and not fluff like X."

    Of course, you can make your *own* game within the game, with roleplaying and other activities. But the games themselves will always be mostly about the "material incentives" because they are RPG games.
  • fromtesonlineb16_ESO
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    People have also played themselves sick through deprivation of both food as well as rest.
    And in some well-publicised cases in the Far East, some have died playing a video game without pause for days.

  • fromtesonlineb16_ESO
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    Firellight wrote: »
    I'm currently doing a reading and class discussion on materialism, and I've been relating a lot of it to the gaming industry.
    What is material in a computer video game?

    No this is a serious point because to me it's at the heart of the flaw I see in your apparent reasoning. You're basically arguing against in-game 'reward' systems and are using real-world terminology in a way, I view, as inappropriate.

    A reward is something you get in return for doing something .. I hope we can agree on that definition .. and so in the context of a video game that can only mean some sort of emotional reaction, since the games we're presumably talking about here give no real-world benefits in kind.

    Even if the reward is a piece of phat lewt, the only value it has is for 'bragging rights' which of course are 100% emotional (and usually a flawed one at that).

    That fun can be a 'virtual' item such as piece of gear, a mount, a piece of housing furniture, etc. or it can be some kind of intangible 'achievement' (I use the term in its usual English context, not in the context of in-game mechanics called Achievements).

    Actually, the Achievement system is a prime example of an in-game mechanic that in the real world offers no tangible rewards, but merely a sense of satisfaction .. and I would argue that most MMOs have a number of those as well as the traditional rewards that would equate to 'material' in the real-world.

    So, TL;DR: MMOs are 'materialistic' only insofar as the mirror the real-world, most people only do things for what they can get out of it while a small minority do things simply 'for the doing', and MMO developers are simply reflecting this and recognising that subscriber numbers are sustained by appealing more tho the former than the latter groups.
    Edited by fromtesonlineb16_ESO on January 19, 2015 2:15PM
  • burningcrow
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    Hmmm... but isn't the very nature of a game materialistic? The most points you got in Pacman or something meant you could put your initials on top. When you go to a fair and play a game you do it to win a giant stuffed toy. When you play football you do it to gain that trophy. All games are this way from what I can tell. So if you took that away wouldn't the game feel more like a digital space for your avatar to move around in? Take Second Life for instance. Thats what it was but if you look at what the people did in it you will realize it became the most materialistic virtual space known to man. So not sure how any of this would work but I'm up for anything.
  • SFBryan18
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    Hmmm... but isn't the very nature of a game materialistic? The most points you got in Pacman or something meant you could put your initials on top. When you go to a fair and play a game you do it to win a giant stuffed toy. When you play football you do it to gain that trophy. All games are this way from what I can tell. So if you took that away wouldn't the game feel more like a digital space for your avatar to move around in? Take Second Life for instance. Thats what it was but if you look at what the people did in it you will realize it became the most materialistic virtual space known to man. So not sure how any of this would work but I'm up for anything.

    Accomplishment is not the same as materialism. A person can live to win without caring about materials. Some people compete for mating rights. ;)
    Edited by SFBryan18 on January 19, 2015 2:46PM
  • fromtesonlineb16_ESO
    fromtesonlineb16_ESO
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    SFBryan18 wrote: »
    Accomplishment is not the same as materialism.
    This.

    It's what I was trying to say when I talked about Achievement systems, especially before ZOS made dye unlocks depend on them, when they were there simply for themselves and no ulterior motive was satisfied by completing them, beyond the satisfaction the player felt by doing so.
  • Korah_Eaglecry
    Korah_Eaglecry
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    SFBryan18 wrote: »
    WhiskyBob wrote: »
    Power is the ultimate goal. But MMO will never let you have it. You got the best gear in game? Here's a patch! *poof* your gear is now crap.

    Unreachable goals is what keeps MMO's going for a long time without adding new content. Some people mistake that for longevity.

    Yea, treadmills suck, and they are tolerated because of the lore. The best games I've ever played were the shooters where everyone started with the exact same abilities as anyone else who might have played for awhile. This made the game much more competitive and experience was all that mattered. This game sells experience for time. One does not have to be very good as long as they have hours to waste.

    The VR14 I burned down as a VR2 near Bleakrock will disagree with you.
    Penniless Sellsword Company
    Captain Paramount - Jorrhaq Vhent
    Korith Eaglecry * Enrerion Aedihle * Laerinel Rhaev * Caius Berilius * Seylina Ithvala * H'Vak the Grimjawl
    Tenarei Rhaev * Dazsh Ro Khar * Yynril Rothvani * Bathes-In-Coin * Anaelle Faerniil * Azjani Ma'Les
    Aban Shahid Bakr * Kheshna gra-Gharbuk * Gallisten Bondurant * Etain Maquier * Atsu Kalame * Faulpia Severinus
    What is better, to be born good, or to overcome your evil nature through great effort? - Paarthurnax
  • newtinmpls
    newtinmpls
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    Draehl wrote: »
    The problem is to keep most players' interest in a game long term it needs:
    1. Extremely high replay value via emergent content or procedually generated and/or truly "living" worlds. ESO is great for a contemporary MMO, but when you get down to it the world isn't alive and it's just a series of very basic (albeit VERY well done) quests strung together. MMOs simply won't even try until someone really raises the bar as far as world interactivity/realism are concerned- to be clear I mean this in more of a simulation/advanced scripted AI sense- NOT graphics. Even Guild Wars 2 & Rift which have a very rudimentary dynamic systems are almost offensive in how bad they are. Everquest Next is talking some big talk along these lines, but I'll believe it when I see it.

    As far as other entertainment elements- other media far outclass MMOs. Looking for a story? Movies and books vastly outclass MMOs. Immersiveness of being a part of the story? Single player games that can make the player truly the hero of the world will win here. Both of these, even if done well for an MMO won't keep player's interest long term. Only social ties with guilds will keep people hanging on, and that's a vast minority of older MMO players anyway.

    The story in any MMO, heck any game, is going to depend on the engagement or emotional investment of the players. One example is that in Auridon there are a number of questlines that deal with a particular 'flavor' of 'bad guys'. Folks who seemed 'good' at first turn out to be 'bad' and there are plenty of times when a certain NPC gets hurt - not just physically but socially and emotionally.

    Sure if you want to just skim this and not get involved, that's a choice. I choose to invest in it. Makes gameplay (individual and with in-game and RL friends) more enjoyable. Heck I have been known to write fanfic about particularly thought provoking sections of ESO.

    I choose. Then I act. That's fun for me.
    Tenesi Faryon of Telvanni - Dunmer Sorceress who deliberately sought sacrifice into Cold Harbor to rescue her beloved.
    Hisa Ni Caemaire - Altmer Sorceress, member of the Order Draconis and Adept of the House of Dibella.
    Broken Branch Toothmaul - goblin (for my goblin characters, I use either orsimer or bosmer templates) Templar, member of the Order Draconis and persistently unskilled pickpocket
    Mol gro Durga - Orsimer Socerer/Battlemage who died the first time when the Nibenay Valley chapterhouse of the Order Draconis was destroyed, then went back to Cold Harbor to rescue his second/partner who was still captive. He overestimated his resistance to the hopelessness of Oblivion, about to give up, and looked up to see the golden glow of atherius surrounding a beautiful young woman who extended her hand to him and said "I can help you". He carried Fianna Kingsley out of Cold Harbor on his shoulder. He carried Alvard Stower under one arm. He also irritated the Prophet who had intended the portal for only Mol and Lyris.
    ***
    Order Draconis - well c'mon there has to be some explanation for all those dragon tattoos.
    House of Dibella - If you have ever seen or read "Memoirs of a Geisha" that's just the beginning...
    Nibenay Valley Chapterhouse - Where now stands only desolate ground and a dolmen there once was a thriving community supporting one of the major chapterhouses of the Order Draconis
  • Gix
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    I'm having a hard time understand what you're trying to talk about. Materialism, Incentives and Roleplaying aren't mutually inclusive. In fact, it's good design practice to keep them very distinct from one another.
  • SFBryan18
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    SFBryan18 wrote: »
    WhiskyBob wrote: »
    Power is the ultimate goal. But MMO will never let you have it. You got the best gear in game? Here's a patch! *poof* your gear is now crap.

    Unreachable goals is what keeps MMO's going for a long time without adding new content. Some people mistake that for longevity.

    Yea, treadmills suck, and they are tolerated because of the lore. The best games I've ever played were the shooters where everyone started with the exact same abilities as anyone else who might have played for awhile. This made the game much more competitive and experience was all that mattered. This game sells experience for time. One does not have to be very good as long as they have hours to waste.

    The VR14 I burned down as a VR2 near Bleakrock will disagree with you.

    There is obviously a limit to the advantage. You probably get ganked by higher levels all the time but that one player was just really bad. Or you are using an op class against a class that has nothing. Individual human error is irrelevant.
    Edited by SFBryan18 on January 19, 2015 4:43PM
  • AlexDougherty
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    Gix wrote: »
    I'm having a hard time understand what you're trying to talk about. Materialism, Incentives and Roleplaying aren't mutually inclusive. In fact, it's good design practice to keep them very distinct from one another.

    Um, what?

    Lets look at this in regards to Roleplaying first.

    Roleplaying and Materialism are not exclusive, you can easily take the view that your character is slowly building up money, gear and a general assortment of items.
    Roleplaying and Incentives are generally not exclusive either, since the incentives can easily be worded so that their is a reason for your character to be doing various things.

    Now I'll look at the last two.

    Materialism and Incentives can be difficult to reconcile, since one can be at the expense of advancing the other. But since people are quite complex it can be viewed as two facets of their personality. Moreover the incentives can end up in you acquiring rare or valuable rewards.

    There that is any two in combination, and once you have that, it's easy to see that the three can operate together. They don't always, but they can, and they occassional clash between them just means we get to operate our brains and reconcile them in our own personal fashion.
    People believe what they either want to be true or what they are afraid is true!
    Wizard's first rule
    Passion rules reason
    Wizard's third rule
    Mind what people Do, not what they say, for actions betray a lie.
    Wizard's fifth rule
    Willfully turning aside from the truth is treason to one's self
    Wizard's tenth rule
  • Gix
    Gix
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    Gix wrote: »
    I'm having a hard time understand what you're trying to talk about. Materialism, Incentives and Roleplaying aren't mutually inclusive. In fact, it's good design practice to keep them very distinct from one another.

    Um, what?

    Lets look at this in regards to Roleplaying first.

    Roleplaying and Materialism are not exclusive, you can easily take the view that your character is slowly building up money, gear and a general assortment of items.
    Roleplaying and Incentives are generally not exclusive either, since the incentives can easily be worded so that their is a reason for your character to be doing various things.
    I'm not arguing that they're exclusive, merely that having one doesn't necessarily include the other... because each concept is exclusive at its core. I know, this sounds contradictory, but hear me out.

    Roleplaying is not about acquiring wealth and/or items; but. You could roleplay a bard that only speak in rhymes. Why? Because that's how you imagined your character to be.

    From a game design concept, Incentives is an [O]ut [O]f [C]haracter concept and is player driven. "Why do I Roleplay? Because if I do a good job, Dungeon Master will award me XP points" or "Completing this quest gives me loot that will help me defeat the dragon." THAT's Incentives and , while it's typically rewarded with Materialism, saving Princess Zelda has nothing to do with Materialism. That's you instinctively Roleplaying the role of Link chasing your goal.

    Unless you're discussing at "why" your character is acting a certain way, Incentives don't necessarily include (and often rarely do, actually) Materialism. Completing a game of Megaman or finishing off all the quests in Dragon Age : Origins is not Materialism nor is it a case of Roleplaying.

    That's why I said they're not mutually inclusive.

    If you're looking at these terms from a psychological point of view, well... the concepts are so vague that there's almost nothing to talk about. Unless you're talking about the impact that one has over the other when they're applied together... then we got something. That's why I asked.

    "What drives you to play?" is a question that will only give you 1 of these 3 answers.

    - Because I like acting out scenarios.
    - Because I like to accomplish something.
    - Because I like to earn things.
    Edited by Gix on January 19, 2015 5:19PM
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