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	<title>Comments on: LOTRO: WTS 1 [One Ring, The] 2g PST</title>
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	<description>games, stories // digital, analog, everything</description>
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		<title>By: Will Hindmarch</title>
		<link>http://gameplaywright.net/?p=67&#038;cpage=1#comment-418</link>
		<dc:creator>Will Hindmarch</dc:creator>
		<pubDate>Thu, 13 Mar 2008 19:24:52 +0000</pubDate>
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		<description>LOTRO does a great job of balancing the game world&#039;s illusory appearance and its practical workings. There are literal trophies available for killing certain big bad guys at the end of certain quest chains—troll heads and suits of armor that you can use to decorate your house, for example. In-game commodities don&#039;t break the fourth wall, for the most part.

But you do have to reduce out the baseline gaming going on around you, from the power-levelers to the nabobs to the jokers, if you want to suspend your disbelief long enough to think that Aragorn is giving some quest just to you. The narrative simulation comes with a lot of baggage, to be sure, and sometimes that includes game mechanics or some jackass on the chats.

But like you say, Tom, little things stick with you. It&#039;s little episodes of joy amidst longer periods of mere play. I think there&#039;s a real formula to be found for the right rate of stand-out quests. The only reason they can&#039;t all have unique animation is the time it takes to generate all that content.

You got to wonder how much of these restrictions will be gone in five years.</description>
		<content:encoded><![CDATA[<p>LOTRO does a great job of balancing the game world&#8217;s illusory appearance and its practical workings. There are literal trophies available for killing certain big bad guys at the end of certain quest chains—troll heads and suits of armor that you can use to decorate your house, for example. In-game commodities don&#8217;t break the fourth wall, for the most part.</p>
<p>But you do have to reduce out the baseline gaming going on around you, from the power-levelers to the nabobs to the jokers, if you want to suspend your disbelief long enough to think that Aragorn is giving some quest just to you. The narrative simulation comes with a lot of baggage, to be sure, and sometimes that includes game mechanics or some jackass on the chats.</p>
<p>But like you say, Tom, little things stick with you. It&#8217;s little episodes of joy amidst longer periods of mere play. I think there&#8217;s a real formula to be found for the right rate of stand-out quests. The only reason they can&#8217;t all have unique animation is the time it takes to generate all that content.</p>
<p>You got to wonder how much of these restrictions will be gone in five years.</p>
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		<title>By: John Arcadian</title>
		<link>http://gameplaywright.net/?p=67&#038;cpage=1#comment-417</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 12 Mar 2008 20:03:04 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=67#comment-417</guid>
		<description>Part of the reason that I&#039;ve never been able to get into MMORPGs, aside from the fact that paying a monthly cost rubs me the wrong way, is that so many elements of the narrative are shoved aside in lieu of mechanical benefits or the environment created by the gamers.  Keeping the sense that you are an important person to the crisis of the world is hard to do when you are standing in an area with 300 other &quot;heroes&quot; of varying levels all searching for the same thing. Add to that logging onto chat channels and hearing &quot;WTS 1 [One Ring, The] 2g PST&quot; about some important plot item that shakes the game world, and it kind of kills the atmosphere. 

Games like this can still have incredible narrative power, and it sounds like this instance brought it to bear in a very good way.  I think some design choices can help facilitate gaming narrative. Primarily separating players or groups of players from the general environment. Also awarding items (like Gandalf&#039;s staff) for important quests that don&#039;t fit into the general game economy. Trophies or &quot;key&quot; items that might have some mechanical benefit, but that cannot be sold when they are surpassed in power by other items. Storing those kind of items in a separate inventory so you aren&#039;t &quot;wasting&quot; space on them might also be a good idea. It all comes down to mechanical benefits or narrative benefits, and what type of player you are and what kind of things you value in a game. I think design choices that provide options to either type of player can definitely enhance the gameplay.</description>
		<content:encoded><![CDATA[<p>Part of the reason that I&#8217;ve never been able to get into MMORPGs, aside from the fact that paying a monthly cost rubs me the wrong way, is that so many elements of the narrative are shoved aside in lieu of mechanical benefits or the environment created by the gamers.  Keeping the sense that you are an important person to the crisis of the world is hard to do when you are standing in an area with 300 other &#8220;heroes&#8221; of varying levels all searching for the same thing. Add to that logging onto chat channels and hearing &#8220;WTS 1 [One Ring, The] 2g PST&#8221; about some important plot item that shakes the game world, and it kind of kills the atmosphere. </p>
<p>Games like this can still have incredible narrative power, and it sounds like this instance brought it to bear in a very good way.  I think some design choices can help facilitate gaming narrative. Primarily separating players or groups of players from the general environment. Also awarding items (like Gandalf&#8217;s staff) for important quests that don&#8217;t fit into the general game economy. Trophies or &#8220;key&#8221; items that might have some mechanical benefit, but that cannot be sold when they are surpassed in power by other items. Storing those kind of items in a separate inventory so you aren&#8217;t &#8220;wasting&#8221; space on them might also be a good idea. It all comes down to mechanical benefits or narrative benefits, and what type of player you are and what kind of things you value in a game. I think design choices that provide options to either type of player can definitely enhance the gameplay.</p>
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		<title>By: Tom Reynolds</title>
		<link>http://gameplaywright.net/?p=67&#038;cpage=1#comment-413</link>
		<dc:creator>Tom Reynolds</dc:creator>
		<pubDate>Tue, 11 Mar 2008 23:57:57 +0000</pubDate>
		<guid isPermaLink="false">http://gameplaywright.net/?p=67#comment-413</guid>
		<description>A great post.  For me the quest that evokes even the slightest emotion sticks in my head.  In WoW, the &#039;rescue Sharpbeak&#039; quest, as the parent griffins fly down, meet up with their child and then fly off into the sun always makes me happy.

I do it with all my Alts, not due to any spectacular xp/item reward, but just because I love the ending of it.</description>
		<content:encoded><![CDATA[<p>A great post.  For me the quest that evokes even the slightest emotion sticks in my head.  In WoW, the &#8216;rescue Sharpbeak&#8217; quest, as the parent griffins fly down, meet up with their child and then fly off into the sun always makes me happy.</p>
<p>I do it with all my Alts, not due to any spectacular xp/item reward, but just because I love the ending of it.</p>
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