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	<title>Comments on: Evil Side, Represent!</title>
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		<title>By: Darniaq</title>
		<link>http://www.mmognation.com/2006/10/09/evil-side-represent/comment-page-1/#comment-3899</link>
		<dc:creator>Darniaq</dc:creator>
		<pubDate>Wed, 25 Oct 2006 00:00:57 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmognation.com/2006/10/09/evil-side-represent/#comment-3899</guid>
		<description>I&#039;ve always like the idea of players not knowing the difference between an NPC Orc and a Player Orc. This is where I feel Blizzard somewhat fell down. Imagine assaulting a Horde stronghold that has dozens of NPCs, ALL with generic names. Some are players who have special buffs that can rally NPCs. Others are the NPCs. The opposing force has no way of knowing, and are themselves comprised of players and NPCs.

THAT&#039;D be more like a tactical RTS. Imagine playing the Hero but guiding NPC troops. The closest I&#039;ve seen to this is the CoV Mastermind Archetyp, some of the factional rewards in SWG or managing a group of pets in UO (I used to love walking around Felucca with five Ostards :) ). Awesome ideas, but an exception to the rule.

I&#039;ve long wished they&#039;d make it the rule. Why do I need to know the name of the enemy player I can&#039;t directly talk to ingame anyway?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always like the idea of players not knowing the difference between an NPC Orc and a Player Orc. This is where I feel Blizzard somewhat fell down. Imagine assaulting a Horde stronghold that has dozens of NPCs, ALL with generic names. Some are players who have special buffs that can rally NPCs. Others are the NPCs. The opposing force has no way of knowing, and are themselves comprised of players and NPCs.</p>
<p>THAT&#8217;D be more like a tactical RTS. Imagine playing the Hero but guiding NPC troops. The closest I&#8217;ve seen to this is the CoV Mastermind Archetyp, some of the factional rewards in SWG or managing a group of pets in UO (I used to love walking around Felucca with five Ostards :) ). Awesome ideas, but an exception to the rule.</p>
<p>I&#8217;ve long wished they&#8217;d make it the rule. Why do I need to know the name of the enemy player I can&#8217;t directly talk to ingame anyway?</p>
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		<title>By: Wizzel Cogcarrier Wizzleton IV</title>
		<link>http://www.mmognation.com/2006/10/09/evil-side-represent/comment-page-1/#comment-3882</link>
		<dc:creator>Wizzel Cogcarrier Wizzleton IV</dc:creator>
		<pubDate>Thu, 19 Oct 2006 22:52:38 +0000</pubDate>
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		<description>You&#039;re on Next-Gen&#039;s &lt;a href=&quot;http://www.next-gen.biz/index.php?option=com_content&amp;task=view&amp;id=4027&amp;Itemid=2&amp;limit=1&amp;limitstart=10&quot; rel=&quot;nofollow&quot;&gt; &quot;most important gaming journalists&quot;&lt;/a&gt; list. Grats!</description>
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		<title>By: Heartless_</title>
		<link>http://www.mmognation.com/2006/10/09/evil-side-represent/comment-page-1/#comment-3868</link>
		<dc:creator>Heartless_</dc:creator>
		<pubDate>Sat, 14 Oct 2006 17:35:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmognation.com/2006/10/09/evil-side-represent/#comment-3868</guid>
		<description>Sounds like BF2142 honestly :P  Drop a squad spawn point... upgrade your character.  Anyways...

The idea of P vs MP has been thrown around for the longest time.  Didn&#039;t EQ try to do something with it?  

Honestly ever since I participated in live events in Ultima Online I have felt games needed to provide real content.  And what better way to provide that content than to utilize your most prominent resource: the players.

Why make super complicated AI... why not just give players the chance to play as the monsters.  It should be self balancing.  If there isn&#039;t enough monsters to kill then people will have to go play monsters.  Or maybe allow players to control a team of monsters ala RTS style gameplay.  You get a whole Orc Party to play with instead of a single character.  You get an area to play with them in.  Players get alerted to your presence and come out to fight you.  Bling... you have instant dynamic content.

Of course this can be poked full of holes.  Any idea in its early stages can.  It takes good developers to fill in the holes and frankly that is something Turbine can&#039;t do.</description>
		<content:encoded><![CDATA[<p>Sounds like BF2142 honestly :P  Drop a squad spawn point&#8230; upgrade your character.  Anyways&#8230;</p>
<p>The idea of P vs MP has been thrown around for the longest time.  Didn&#8217;t EQ try to do something with it?  </p>
<p>Honestly ever since I participated in live events in Ultima Online I have felt games needed to provide real content.  And what better way to provide that content than to utilize your most prominent resource: the players.</p>
<p>Why make super complicated AI&#8230; why not just give players the chance to play as the monsters.  It should be self balancing.  If there isn&#8217;t enough monsters to kill then people will have to go play monsters.  Or maybe allow players to control a team of monsters ala RTS style gameplay.  You get a whole Orc Party to play with instead of a single character.  You get an area to play with them in.  Players get alerted to your presence and come out to fight you.  Bling&#8230; you have instant dynamic content.</p>
<p>Of course this can be poked full of holes.  Any idea in its early stages can.  It takes good developers to fill in the holes and frankly that is something Turbine can&#8217;t do.</p>
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