MagicManICT wrote:Are you trying to speak to a group of gamers or a psychology/sociology class?
MMO design has a great deal to do with Psychology and Sociology. You'd be a fool to assume otherwise. What I wrote was a mini-essay of sorts, and I started it not with an intention of getting across a specific point, but exploring some of the implications of trying to use realism and a design paradigm for MMOs. It was meant to be one of those things which gets a person thinking. It seems I was a bit too optimistic. Regardless, I wasn't countering any specific point, beyond maybe saying that using realism as a design paradigm is often ineffective for anything non-trivial.
Look, this stuff matters. It's not just lofty pseudo-intellectual bullshit. Any MMO has its ruleset. The quality of that ruleset means the difference between a great game and a shitty one. Haven and Hearth has its problems, and those problems are not necessarily born out of some undefinable quality which demands that those problems exist. Or, to phrase that differently: Haven and Hearth is, in places, shit without good reason.
Jorb's post addresses a very important point; Specifically, that removing the ability to kill somebody lends an enormous amount of power to the "Golden Rule" I spoke of. But the question is, is that rule strong enough as it is already, or not? Or, again, to rephrase that: Are the consequences for killing somebody severe enough? I'd argue that perhaps they aren't.
If I were to identify the problems with HnH's "Golden Rule", they would be twofold: One, the consequences of breaking the rule are often so insignificant as to barely exist, and two, those who violate the rule are still protected by the rule. The first one is self explanatory. By the second I mean that Murderers can't be killed without leaving scents just as volatile as those left by the Murderers themselves, which heavily discourages lawkeeping. The game does not recognize retribution. While it may be balanced in the sense that the playerbase is not, at this moment, bleeding its numbers profusely, that doesn't mean it couldn't be better.
The entire first half of my original post was trying to go over some of the reasons why this shit is extremely hard to balance, and indeed why it might be imbalanced in the first place. I assumed the context would be obvious enough, but I suppose you really do need to spell it out for some people.