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Статья из рубрики MMO Family... От советов относительно балансирования игры в семье, до определения, соответствующих возрасту, ниш для каждого члена семьи. "Семья MMO" дает советы по игре с семьей и для семьи.
Есть ли в вашей семье ограничение по игровому времени или вы практикуете более либеральный подход, в любом случае, есть та крайняя точка "достаточно, значит достаточно". Достаточно пикселей и чернил было посвящено дебатам, считать ли интернет и злоупотребление игрой "зависимостью"...
From movies and books to computer games, the concept of the sequel is firmly embedded in the entertainment industry. It's usually a much safer bet to make a new part to an existing successful intellectual property than it is to back an untested product. In the games industry, sequels are a great way to make more money from the same game concept but as usual MMOs have proven to be something of a different animal. Subscription MMOs don't conform to the same rules as non-subscription games, favouring recurring orders and longer-term customer commitment over single purchases. While development studios often take sequels for granted, I'm forced to ask whether MMOs should have sequels at all or if a different paradigm is more appropriate.
While online economies can seem to be (and often are) fundamentally different from AFK economies, there's a key component that makes any online economy function in ways that are all-too-familiar.
That's us. You and me. People.
Whether bags of treasure fall out of dead rats, or the economy is reliant on texture artists, modelers and scripters, it's people that make online economies with fundamentally alien premises work in some very surprisingly quotidian ways.
I realize that the goal of an MMO is not necessarily to create what I have in mind; what I'm going to call a unique shared experience, to court an oxymoron. Essentially, the issue is this: how do you build a world where each player contributes something of equal value, where that value isn't measured in number of enemies slain, or number of quests completed? Furthermore, how do you make that fun?
Out of the hojillions of World of Warcraft players in the world, there are undoubtedly some that love the game just a little too much. Perhaps some of these addicted players would find it easier to ween themselves off WoW with a bit of professional help from a therapist of some sort. But then again, how the heck is anyone going to convince them to stop playing long enough to go and seek help? According to Dr. Richard Graham, a consultant psychiatrist at the Tavistock Centre in London who was recently interviewed by Telegraph, we shouldn't have to. Why not just treat them right there in-game?
Gold farmers. We know you hate them... We know. And we've mentioned the associated gold spam as being the bane of many MMO players' existence a number of times in the past. But is the situation ever going to change?
Let's face facts -- people don't like admitting that they don't know something or need help. They'd rather hammer at the problem until they solve it themselves, or they'd rather ask a trusted friend for help. Kids are super guilty of this, as they'd rather not tell an adult when they can't do something themselves.
As we look back at the past several years of the MMO scene, we see a genre that has gone through significant evolutionary leaps. With those pioneering days of text MUDs and blocky graphics behind us, today we enjoy professionally developed games with impressive development teams and massive budgets behind them. The genre's depths have been thoroughly explored and we've even categorised the features we've come to love and expect from our favourite online retreats. Every part of the genre, from the types of gameplay available to the terminology we use, has been routinely evolving and redefining itself over time.
My American sources tell me this is a long weekend for you folks across the pond. Something about independence from Blighty a few hundred years ago. Essentially an excuse to let off fireworks, have BBQs, enjoy the fine weather and skive off work. Good on you. It seems like lots of MMOs are using it as an excuse to take the real celebrations in-game. For example, World of Warcraft has the Midsummer Fire Festival which concludes tomorrow with a bunch of snoozing goblin guards and a whopping fireworks display. Likewise, Lord of the Rings Online has one festival with four different names.
Syncaine posted an interesting article on his blog discussing why he thinks there hasn't been much uptake in the majority of MMOs released since World of Warcraft. Basically, he believes that just because you enjoy playing WoW, it doesn't mean you'll enjoy other MMOs.