Gw1 was a corpg with instanced-maps. It’s not meant to be a mmorpg. Gw2 is a mmorpg with open environment. That’s why it has to accustom with the human nature in reality too. Mmorpg = a world that’s reflected from reality.
There’s hierarchy of needs, elitisms, dedication-get-rewards, skillful-get-rewards, sense of belonging to be with a group, seeking to feel special, seeking to be worth in something, to protect something, to feel motivated with something, feeding people’s needs of progression, seek something new everyday, taste something new everyday, to have leisure and most importantly, people in reality can only create light only when there’s darkness. That’s why in reality, people appreciate things more that comes with own effort.
http://en.wikipedia.org/wiki/Maslow's_hierarchy_of_needs
The closer the mmorpg is closer to human nature, the more successful it’ll be.
The reason: It’s inevitable that human nature will be shown in a virtual world that’s a reflects realism and people.This is a frightening misunderstanding of game design, of the experience of human play, of psychology, and particularly of the work of Abraham Maslow.
Maslow’s model of human motivation (which in any case is now largely discredited) is intended to apply to the whole of human life, not to be micro-replicated into individual activities. It’s true to say that people are unlikely to play games (or feel comfortable playing games) when they feel their physical safety is not under control. But it’s not true to say that the game space should replicate and satisfy all of a human’s needs; the logical extension would be to say that people can’t enjoy a dungeon until they have a healthy guild and regular cybersex, because their emotional needs have to be met before they can self-actualize. That’s patent rubbish, and you look ridiculous for having suggested it. It would be analagous to the suggestion that for people to enjoy a hamburger it must offer them sexual intimacy, security of housing, and the potential for self actualization.
Specifically Maslow has nothing to say about whether humans enjoy challenge, or being rewarded for challenge. What he’s saying is that people are unikely to be motivated to seek out higher order challenges such as building their self-esteem or engaging in personal self-growth while their lower-order needs such as safety and social acceptance are failing to be met.
Appeals to authority work better when you understand what you’re talking about rather than just mis-linking a wiki page.
Mmorpg is a mmorpg for a reason. You role-play as someone who you are not you in an alternate reality world. You control an avatar, but in a world with millions of people. In that alternate reality world, human nature are inevitably formed. A community where human nature takes it’s course.
If you want to play a game where human nature does not plays a part, I recommend you to play console games. There’re many rpg consoles where it’s between you and the npcs/challenges. You can play to the point to reach a wall and switch games each time you complete it’s story. In mmorpg, it’s people who creates their own story and memories with each other. They must not only creates memories between players and npcs/challenges. Mmorpg’ers must make memories between themselves.
You’ve no idea of the human nature, “People appreciate things of what they lack.”.
Fun often takes into account on how much people appreciate it.
In reality, people hardly appreciate things unless it’s exclusive and others doesn’t have.
Face it. Game designs between mmorpgs and console games are different for reasons.
Mmorpg must accustom to human nature if it wants to be successful. No, not just successful in making money, but delivering fun and precious memories. Console games are made without consideration of any interactions between 2 or more humans. Console games is a virtual reality only between players and npcs. Mmorpg must relate game with human nature of what is taken into consideration from people’s course of actions they would’ve taken in reality.
Gw1 was successful because the maps are fully instanced. It’s not an open-world. It’s closer to console games with multi-player options. So the lack of human nature doesn’t affects the game. In mmorpg, human nature is the vital element. This is why gw2 can’t follow entirely gw1 based on it’s success.
