tag:blogger.com,1999:blog-7345230725106382965.post7553815334767083856..comments2014-02-24T14:51:22.985-05:00Comments on Saga Mechanic: Online gaming - Persistence in worldsSerpenghttp://www.blogger.com/profile/11918789542965939474noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-7345230725106382965.post-14668615963230252962010-09-02T22:42:20.389-04:002010-09-02T22:42:20.389-04:00To answer the question about Eve, I would classify...To answer the question about Eve, I would classify Eve has having player persistance outside of the developers. The players wholly determine what is and is not permanent in their world, such as claiming whole systems for certain corporations within the game. So it is a good example of persistance.Serpenghttps://www.blogger.com/profile/11918789542965939474noreply@blogger.comtag:blogger.com,1999:blog-7345230725106382965.post-45866069642558730432010-09-01T10:54:29.806-04:002010-09-01T10:54:29.806-04:00games such as second life come to mind as well. My...games such as second life come to mind as well. My own 2 cents on this concept is this: How would you take this concept and apply it in such a way that a player at any level can jump into this world and have things to do that would affect the world?<br /><br />there could be 2 ways. one way would be if the players could affect the world in the way described above. change anything and everything in it. but that presents it's own problems.<br /><br />Another way could be towards a global goal. taking over of a sector of the world or defending a sector of the world. where every few hours an event can happen that would clear the sector out. or have player controlled sectors such as eve online but have leveling sectors separately so that new players have a chance to do something instead of be bored.<br /><br />-RedwindAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-7345230725106382965.post-85300710009774813442010-08-31T16:55:05.186-04:002010-08-31T16:55:05.186-04:00How do you classify EVE, specifically the player d...How do you classify EVE, specifically the player driven areas with regards to persistence.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-7345230725106382965.post-51239510554318506702010-08-31T15:46:33.979-04:002010-08-31T15:46:33.979-04:00Persistent worlds can be viable, but only if there...Persistent worlds can be viable, but only if there is a governing way, as you elude to late in your thoughts of creation. But why does this creation have to be developer driven. Provide rewards for players who "create" content and you'll have re-generating quests, missions, etc. Also, while often a touchy subject with moms letting their kids play games, why can't NPCs (NPC/NPC, or Player/NPC) and players have children and thus create more NPCs to escort?<br /><br />I know of one game that tried - and did not know how heavy a system they unleashed upon themselves. That game did not last longer than a few hours in Beta. It then vanished in the night like vapor. It was called WISH. Perhaps someone else with the funding will remember that ghost of a game, and do it right, because persistence is a great thing if it's done right. It's immersion and interaction of the highest order.Anonymoushttps://www.blogger.com/profile/05913257121361324404noreply@blogger.com