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	<title>Comments on: Giant Skeletons as Art</title>
	<atom:link href="http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/feed/" rel="self" type="application/rss+xml" />
	<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/</link>
	<description>MMOs and game design</description>
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		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3782</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Fri, 23 Oct 2009 15:16:05 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3782</guid>
		<description><![CDATA[I think this comes down to taste.

Do you prefer an immersive simulationist world in which mobs have some in-game purpose (such as patrolling the parapets of a powerful necromancer&#039;s citadel to discourage full frontal ground attacks) or do you think all mobs should be quest targets and loot dispensers?

There is no right answer, they lead to different types of games. I don&#039;t mind some simulationist mob placing. All I ask is that if mobs are supposed to be tough then they are touch, which these are (relatively at least).]]></description>
		<content:encoded><![CDATA[<p>I think this comes down to taste.</p>
<p>Do you prefer an immersive simulationist world in which mobs have some in-game purpose (such as patrolling the parapets of a powerful necromancer&#8217;s citadel to discourage full frontal ground attacks) or do you think all mobs should be quest targets and loot dispensers?</p>
<p>There is no right answer, they lead to different types of games. I don&#8217;t mind some simulationist mob placing. All I ask is that if mobs are supposed to be tough then they are touch, which these are (relatively at least).</p>
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		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3781</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Fri, 23 Oct 2009 15:14:07 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3781</guid>
		<description><![CDATA[Hang on, surely there are more productive ways to interact with your own faction&#039;s guards than randomly attacking them? I mean, even if you COULD kill them for loot, they&#039;re still loot dispensers. When I wanted vendors to have more of a point, I meant I kind of wanted to be able talk to them and build up some kind of relationship. 

And honestly, every single time I ever attacked an own faction guard in a game that allowed it, it was because of a misclick. 

I understand that you don&#039;t want to be prevented from doing it but really, I don&#039;t think that is the answer to my wanting more immersive games.  Or rather, it&#039;s not enough. If I can attack my own faction guards, I also want to be able to have a reason to do it. Am I able to become an actual criminal? What&#039;s the story behind my attacking some guards? And I need more help from the game than just setting the attackable flag. I know in the old ultima games you could get flagged as a criminal for thieving in towns. Even that is better than nothing.]]></description>
		<content:encoded><![CDATA[<p>Hang on, surely there are more productive ways to interact with your own faction&#8217;s guards than randomly attacking them? I mean, even if you COULD kill them for loot, they&#8217;re still loot dispensers. When I wanted vendors to have more of a point, I meant I kind of wanted to be able talk to them and build up some kind of relationship. </p>
<p>And honestly, every single time I ever attacked an own faction guard in a game that allowed it, it was because of a misclick. </p>
<p>I understand that you don&#8217;t want to be prevented from doing it but really, I don&#8217;t think that is the answer to my wanting more immersive games.  Or rather, it&#8217;s not enough. If I can attack my own faction guards, I also want to be able to have a reason to do it. Am I able to become an actual criminal? What&#8217;s the story behind my attacking some guards? And I need more help from the game than just setting the attackable flag. I know in the old ultima games you could get flagged as a criminal for thieving in towns. Even that is better than nothing.</p>
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		<title>By: Wolfshead</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3775</link>
		<dc:creator><![CDATA[Wolfshead]]></dc:creator>
		<pubDate>Fri, 23 Oct 2009 06:48:19 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3775</guid>
		<description><![CDATA[I agree with Dblade. Seems to me that Blizzard could have put a little bit of thought and effort into these mobs and given them some purpose beyond serving as eye candy.

They could have at least put some good loot on them, made them for a quest or have them give good rep if you kill them. It&#039;s a bit of a waste.]]></description>
		<content:encoded><![CDATA[<p>I agree with Dblade. Seems to me that Blizzard could have put a little bit of thought and effort into these mobs and given them some purpose beyond serving as eye candy.</p>
<p>They could have at least put some good loot on them, made them for a quest or have them give good rep if you kill them. It&#8217;s a bit of a waste.</p>
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	<item>
		<title>By: Wolfshead</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3774</link>
		<dc:creator><![CDATA[Wolfshead]]></dc:creator>
		<pubDate>Fri, 23 Oct 2009 06:43:21 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3774</guid>
		<description><![CDATA[The point of being able to attack guards and NPCs of your own faction is that even though it&#039;s &quot;not intended&quot; by the devs it&#039;s that the player *can* if they so choose. It&#039;s a matter of giving the player the choice and freedom to do so. When you take this ability away from players they end up sanitizing the MMO.

Combat, violence and choosing to attack should consequences. If the newbie attacks the guard and gets his ass whooped then they learn a very important lesson from the outset.

Interesting that in your latest article you wish that vendors had more of a point then just being Pez dispensers. I agree and I feel the same toward guards and other NPCs that exist as props. :)]]></description>
		<content:encoded><![CDATA[<p>The point of being able to attack guards and NPCs of your own faction is that even though it&#8217;s &#8220;not intended&#8221; by the devs it&#8217;s that the player *can* if they so choose. It&#8217;s a matter of giving the player the choice and freedom to do so. When you take this ability away from players they end up sanitizing the MMO.</p>
<p>Combat, violence and choosing to attack should consequences. If the newbie attacks the guard and gets his ass whooped then they learn a very important lesson from the outset.</p>
<p>Interesting that in your latest article you wish that vendors had more of a point then just being Pez dispensers. I agree and I feel the same toward guards and other NPCs that exist as props. <img src='http://s0.wp.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Dblade</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3754</link>
		<dc:creator><![CDATA[Dblade]]></dc:creator>
		<pubDate>Wed, 21 Oct 2009 19:39:36 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3754</guid>
		<description><![CDATA[Until you decide to land, I guess. I think the purpose of mobs is to be fought, and zones to be explored. If you create both with large sections of decorative and useless content, I wonder what purpose is served.

I&#039;d love to actually be forced to storm that location and either fight or evade those mobs. Even if it boils down to managing sneak/invisible or something similar, if they are going to guard an approach, people should approach it. Otherwise why not just make them NPCs?]]></description>
		<content:encoded><![CDATA[<p>Until you decide to land, I guess. I think the purpose of mobs is to be fought, and zones to be explored. If you create both with large sections of decorative and useless content, I wonder what purpose is served.</p>
<p>I&#8217;d love to actually be forced to storm that location and either fight or evade those mobs. Even if it boils down to managing sneak/invisible or something similar, if they are going to guard an approach, people should approach it. Otherwise why not just make them NPCs?</p>
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	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3711</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Tue, 20 Oct 2009 09:48:49 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3711</guid>
		<description><![CDATA[I don&#039;t honestly feel that being able to attack NPCs of your own faction does anything to either improve or worsen gameplay in MMOs. It&#039;s rather random, and prone to people attacking guards by mistake when they thought they were showing off their new weapon to some friends but had the wrong thing targetted.

What I do think is that theme park style MMOs like WoW tend to have such a structured approach to zoning that every little thing is attached to a quest. I personally like the shift towards things being in zones because it&#039;s where they logically ought to be (ie. giant skeletons patrolling the ramparts of the lich king&#039;s castle) rather than because quest #3765 says you have to kill them.

It is more old school, I think. But it&#039;s a shift in logic towards something a bit more immersive.

I did laugh when I saw that they don&#039;t give xp though. That&#039;s rather telling.]]></description>
		<content:encoded><![CDATA[<p>I don&#8217;t honestly feel that being able to attack NPCs of your own faction does anything to either improve or worsen gameplay in MMOs. It&#8217;s rather random, and prone to people attacking guards by mistake when they thought they were showing off their new weapon to some friends but had the wrong thing targetted.</p>
<p>What I do think is that theme park style MMOs like WoW tend to have such a structured approach to zoning that every little thing is attached to a quest. I personally like the shift towards things being in zones because it&#8217;s where they logically ought to be (ie. giant skeletons patrolling the ramparts of the lich king&#8217;s castle) rather than because quest #3765 says you have to kill them.</p>
<p>It is more old school, I think. But it&#8217;s a shift in logic towards something a bit more immersive.</p>
<p>I did laugh when I saw that they don&#8217;t give xp though. That&#8217;s rather telling.</p>
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	<item>
		<title>By: spinks</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3710</link>
		<dc:creator><![CDATA[spinks]]></dc:creator>
		<pubDate>Tue, 20 Oct 2009 09:45:49 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3710</guid>
		<description><![CDATA[The thing is that the zones were made for people with flying mounts, so they knew you&#039;d be flying over most of it. 

And it would look silly to have all these fortifications and none of them manned.

So I think having mobs there makes it more immersive, not less.]]></description>
		<content:encoded><![CDATA[<p>The thing is that the zones were made for people with flying mounts, so they knew you&#8217;d be flying over most of it. </p>
<p>And it would look silly to have all these fortifications and none of them manned.</p>
<p>So I think having mobs there makes it more immersive, not less.</p>
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		<title>By: Wolfshead</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3707</link>
		<dc:creator><![CDATA[Wolfshead]]></dc:creator>
		<pubDate>Tue, 20 Oct 2009 01:29:39 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3707</guid>
		<description><![CDATA[In a way these decorative mobs are a metaphor for the Blizzard culture that puts polish and eye candy ahead of substance. It&#039;s much the same as many of the &quot;Hollywood false front&quot; houses and structures found in most WoW cities that don&#039;t even function.

For me this is an extension of the &quot;NPCs as props&quot; philosophy that WoW really helped to usher into the MMO vocabulary. At least in older MMO&#039;s like EverQuest you could attack guards and NPCs of your own faction.]]></description>
		<content:encoded><![CDATA[<p>In a way these decorative mobs are a metaphor for the Blizzard culture that puts polish and eye candy ahead of substance. It&#8217;s much the same as many of the &#8220;Hollywood false front&#8221; houses and structures found in most WoW cities that don&#8217;t even function.</p>
<p>For me this is an extension of the &#8220;NPCs as props&#8221; philosophy that WoW really helped to usher into the MMO vocabulary. At least in older MMO&#8217;s like EverQuest you could attack guards and NPCs of your own faction.</p>
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	<item>
		<title>By: Hinenuitepo</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3703</link>
		<dc:creator><![CDATA[Hinenuitepo]]></dc:creator>
		<pubDate>Mon, 19 Oct 2009 19:31:57 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3703</guid>
		<description><![CDATA[As we say in Facebook, 
/like (this post)]]></description>
		<content:encoded><![CDATA[<p>As we say in Facebook,<br />
/like (this post)</p>
]]></content:encoded>
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		<title>By: Bronte</title>
		<link>http://spinksville.wordpress.com/2009/10/19/giant-skeletons-as-art/#comment-3702</link>
		<dc:creator><![CDATA[Bronte]]></dc:creator>
		<pubDate>Mon, 19 Oct 2009 19:25:58 +0000</pubDate>
		<guid isPermaLink="false">http://spinksville.wordpress.com/?p=2483#comment-3702</guid>
		<description><![CDATA[Rare mobs are another example. WoW, every expansion, has added dozens of rare spawns that aren&#039;t related to any quests or grinds or lore. They simply are there for you to kill and possibly acquire some fat lewt.]]></description>
		<content:encoded><![CDATA[<p>Rare mobs are another example. WoW, every expansion, has added dozens of rare spawns that aren&#8217;t related to any quests or grinds or lore. They simply are there for you to kill and possibly acquire some fat lewt.</p>
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