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Wargame vs "Living world"
#8
Jakensama Wrote:Its simply not a workable idea as once one side is really dominating the other side just gives up and quit playing. Look at the old day pugs against geared premades in BGs, people would just sit at the GY or afk out. that will happen server wide, or they just quit playing.. Most of the dirty masses dont want a challenge.
I don't see that as a problem with wargames or living worlds, that's a problem with (from Dustie's outline) "Progression" (or "Price of Admission").


If you have have 6 people who have been playing a long time who get crushed by this other group of 6 people simply because of character progression issues, then you've created a very bad environment for PvP.

Similarly, if one faction is dominating the game, then you needed more factions and/or some incentive to break off from the winning faction. I think the dumbest thing Warhammer did was create a PvP game with 2 factions. WOW, too, but I hold it against Warhammer more since they were creating a stronger PvP element and they had past experience.



That's also one thing I like about guild based gameplay, at least in theory. If you're part of the biggest, most powerful zerg guild in the game, I think a good game design could create conflict by tempting members of that zerg guild to break off into a splinter guild and run away with a lot of resources to carve out their own victory.
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