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PC-Thralls that persists when a player logs off. Making other players a resource for power. Where slavery and liberation are the thematic threads throughout.Ī player-thrall system, a Sparticus Mechanic, is the only way to bring players together. Brutal, dangerous hard-fought struggle for power. Howard universe as both excuse and reasoning. And Bethesda is wholly thankful you did not, it allows them first entry and bragging rights for a new genre.įuncom still has an extrodinary opportunity, primarily due to the R.E. Yes, Funcom does a nice grindy MMO, but keep an eye on Fallout 76, that is where you should have pointed this IP. How dropping the grind and go emergent is the future. However, what we are seeing with Pippi, Class-mod, Sexiles and other mods, is the same, obvious path I had suggested several years ago, when discussing the emergence in Skyrim Modding. Or mine-crafting as pve, where all you have is a solo competition to out-lego the other guy, for “impressive points”. Watching people grind forts to be mashed down a few week later, is a face-palm paradigm. To grow your CE community you’ll need to grow your ideas. Building castles, then smashing castles has very limited appeal where only the hyper-dedicated and hard-core have entry.
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There is still time to shift the Conan Exile ‘paradigm’ into an emergent, barbaric and interactive experience. Of course there was Secret World, but the under-developed punk Harry Potter theme wasn’t resonating with gamers. This has been Funcom’s general shortcoming as “MMO Developers”, since Anarchy Online. It always devolves to a ‘solo process’ or pve.
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Yet, there is a general flaw in gear-grind, level-grind, building-grind mechanics. Player interaction is the nature of multiplay. Paradigm shift from grind to emergence and a Player-Thrall system.
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