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	<title>Comments on: Idea for binding another game to an MMO</title>
	<atom:link href="http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/feed/" rel="self" type="application/rss+xml" />
	<link>http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/</link>
	<description>Bringing back the carebear stare...</description>
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		<title>By: Stratagerm</title>
		<link>http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/#comment-12806</link>
		<dc:creator><![CDATA[Stratagerm]]></dc:creator>
		<pubDate>Wed, 09 Sep 2009 13:21:16 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.wordpress.com/?p=1061#comment-12806</guid>
		<description><![CDATA[This is such a great idea, a bit like the Dungeon Keeper series. The way MMO instances play out exactly the same way each time has always struck me as boring. While I discovered that I hate high-end PVE raiding, this sounds very appealing in contrast. Going up against a human-controlled instance rather than a statically scripted AI is far more interesting.

I picked up Majesty Gold last spring and enjoyed it a lot. It&#039;s great for people who aren&#039;t fans of micromanagement. Savage: The Battle for Newerth from a few years back had a commander role for one player on each side that was a bit like the Majesty role.

Majesty 2 is coming right up, with a North American release on 9/15.]]></description>
		<content:encoded><![CDATA[<p>This is such a great idea, a bit like the Dungeon Keeper series. The way MMO instances play out exactly the same way each time has always struck me as boring. While I discovered that I hate high-end PVE raiding, this sounds very appealing in contrast. Going up against a human-controlled instance rather than a statically scripted AI is far more interesting.</p>
<p>I picked up Majesty Gold last spring and enjoyed it a lot. It&#8217;s great for people who aren&#8217;t fans of micromanagement. Savage: The Battle for Newerth from a few years back had a commander role for one player on each side that was a bit like the Majesty role.</p>
<p>Majesty 2 is coming right up, with a North American release on 9/15.</p>
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		<title>By: Anne</title>
		<link>http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/#comment-12685</link>
		<dc:creator><![CDATA[Anne]]></dc:creator>
		<pubDate>Thu, 03 Sep 2009 04:10:54 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.wordpress.com/?p=1061#comment-12685</guid>
		<description><![CDATA[Interesting idea, not sure it can work though, some problems;

e.g. Interface
What type of limits will the &#039;game god&#039; have?
Will they be able to abuse it and grief players via too many mobs, giving mobs certain combo of OP abilities?
Will they be able to create in abilities for bosses or just have a pool to choose from?

Either way, if someone can actually pull something like this off and make it work then there are many many possibilities to how stuff like instances work. At the same time, the randomness that can come from it can remove a bit of the progression aspect from MMORPGs, while at the same time if people really get into it then this type of thing can give true hardcore players endless (or near-endless) amount of content... But then again it may just be repeating the same content over and over because it all comes from the same pool of abilities/models/etc.

Could be an idea for the future anyway. But then again there any many many ideas which mainstream MMORPGs refuse to follow which are good, e.g. the game actually getting harder as you level or storylines actually based on community actions (in the same line as Darkfall) rather then a world based on what the devs decide (WoW, see Cataclysm, or Aion).]]></description>
		<content:encoded><![CDATA[<p>Interesting idea, not sure it can work though, some problems;</p>
<p>e.g. Interface<br />
What type of limits will the &#8216;game god&#8217; have?<br />
Will they be able to abuse it and grief players via too many mobs, giving mobs certain combo of OP abilities?<br />
Will they be able to create in abilities for bosses or just have a pool to choose from?</p>
<p>Either way, if someone can actually pull something like this off and make it work then there are many many possibilities to how stuff like instances work. At the same time, the randomness that can come from it can remove a bit of the progression aspect from MMORPGs, while at the same time if people really get into it then this type of thing can give true hardcore players endless (or near-endless) amount of content&#8230; But then again it may just be repeating the same content over and over because it all comes from the same pool of abilities/models/etc.</p>
<p>Could be an idea for the future anyway. But then again there any many many ideas which mainstream MMORPGs refuse to follow which are good, e.g. the game actually getting harder as you level or storylines actually based on community actions (in the same line as Darkfall) rather then a world based on what the devs decide (WoW, see Cataclysm, or Aion).</p>
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		<title>By: sid67</title>
		<link>http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/#comment-12682</link>
		<dc:creator><![CDATA[sid67]]></dc:creator>
		<pubDate>Thu, 03 Sep 2009 00:42:34 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.wordpress.com/?p=1061#comment-12682</guid>
		<description><![CDATA[Dammit!  Someone stole my idea!
http://www.youtube.com/watch?v=TSDeoO-j3G0]]></description>
		<content:encoded><![CDATA[<p>Dammit!  Someone stole my idea!<br />
<span class='embed-youtube' style='text-align:center; display: block;'><iframe class='youtube-player' type='text/html' width='450' height='284' src='http://www.youtube.com/embed/TSDeoO-j3G0?version=3&#038;rel=1&#038;fs=1&#038;showsearch=0&#038;showinfo=1&#038;iv_load_policy=1&#038;wmode=transparent' frameborder='0'></iframe></span></p>
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		<title>By: sid67</title>
		<link>http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/#comment-12681</link>
		<dc:creator><![CDATA[sid67]]></dc:creator>
		<pubDate>Thu, 03 Sep 2009 00:40:28 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.wordpress.com/?p=1061#comment-12681</guid>
		<description><![CDATA[I got one...

There was this Elephant, named Horton.  One day, he heard a sound on this mote thing.  It turned out to be a whole new world called Whoville.

Hmm..  No wait, how about this one...

There are these little puppet things called Fraggles.  They live in a place called Fraggle Rock.  They have lots of adventures that last roughly a half hour.  

The Fraggles&#039;s favorite thing to eat are these edible structures made by some other small puppet things called Dozers. Dozers and Fraggles live together, but never communicate.  In fact, they almost seem to have their own little lives.

We got one MMO that&#039;s the Fraggles and another one that&#039;s the Dozers.  Then in the expansion, we can add Humans who try to kill the poor Fraggles.]]></description>
		<content:encoded><![CDATA[<p>I got one&#8230;</p>
<p>There was this Elephant, named Horton.  One day, he heard a sound on this mote thing.  It turned out to be a whole new world called Whoville.</p>
<p>Hmm..  No wait, how about this one&#8230;</p>
<p>There are these little puppet things called Fraggles.  They live in a place called Fraggle Rock.  They have lots of adventures that last roughly a half hour.  </p>
<p>The Fraggles&#8217;s favorite thing to eat are these edible structures made by some other small puppet things called Dozers. Dozers and Fraggles live together, but never communicate.  In fact, they almost seem to have their own little lives.</p>
<p>We got one MMO that&#8217;s the Fraggles and another one that&#8217;s the Dozers.  Then in the expansion, we can add Humans who try to kill the poor Fraggles.</p>
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		<title>By: Anjin</title>
		<link>http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/#comment-12677</link>
		<dc:creator><![CDATA[Anjin]]></dc:creator>
		<pubDate>Wed, 02 Sep 2009 23:14:33 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.wordpress.com/?p=1061#comment-12677</guid>
		<description><![CDATA[Somebody give this man several million dollars. I want to play this game.]]></description>
		<content:encoded><![CDATA[<p>Somebody give this man several million dollars. I want to play this game.</p>
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		<title>By: Remastered</title>
		<link>http://syncaine.com/2009/09/02/idea-for-binding-another-game-to-an-mmo/#comment-12673</link>
		<dc:creator><![CDATA[Remastered]]></dc:creator>
		<pubDate>Wed, 02 Sep 2009 21:15:49 +0000</pubDate>
		<guid isPermaLink="false">http://syncaine.wordpress.com/?p=1061#comment-12673</guid>
		<description><![CDATA[I think this idea is fantastic.  In fact, my initial thought is why would this have to be limited to an instance heavy game as you suggest?  Why couldn&#039;t this idea be extended to a game like WAR and implemented in an RvR environment?  Say, for instance, that once a guild claims a keep the guild could assign the equivalent of a &quot;Dungeon Master&quot; to manage the defenses of the keep?  Instead of just choosing the number of guards and whether they&#039;re champ level or not you could allocate them amongst different types of classes and position them within certain parameters?  The DM could also have some tacit control over the actions and the archetype of the keep lord.]]></description>
		<content:encoded><![CDATA[<p>I think this idea is fantastic.  In fact, my initial thought is why would this have to be limited to an instance heavy game as you suggest?  Why couldn&#8217;t this idea be extended to a game like WAR and implemented in an RvR environment?  Say, for instance, that once a guild claims a keep the guild could assign the equivalent of a &#8220;Dungeon Master&#8221; to manage the defenses of the keep?  Instead of just choosing the number of guards and whether they&#8217;re champ level or not you could allocate them amongst different types of classes and position them within certain parameters?  The DM could also have some tacit control over the actions and the archetype of the keep lord.</p>
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