Who doesn't want to be a hero? In actuality, this is an article about the lack of good persistent malleable worlds. Is it design or is it the players?
The carrot in front of the donkey scenario has worked for the Online Games industry and so far nobody has challenged that holy scripture and broken the mold. If it works don't fix it is a phrase that should be stricken from the English language when it comes to game design. Does the current business model work? Yes, it does. When it costs upwards of thirty million dollars to make a game, you obviously want to make sure that you're going to make that money back. I wonder if anyone has stopped to consider that the current business model, while successful, may not be the only way.
You can read it in its entirety Here.
Stay tuned for developer response. What is the solution? If you have comments or solutions for this one, Shoot me an email! I'd be happy to see what you have to say.
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