Title: The Hypothetical wow gold
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Blog Entry: The Hypothetical wow gold Let’s take a look at that hypothetical example he gave concerning a serial killer as an illustration of stagnating plot which destroys the feeling of progression: "An ill-minded man with a butcher knife in his hand secretly adimonb enters the bathroom of a young woman which, unaware of all this, is taking a shower. With a sudden move the man opens the shower curtain and frantically stabs the young woman to death. Just as he’s finished, he realizes that a neighbor, an old prostitute, has witnessed the scene. He immediately goes to the neighboring home and kills her. Just as he’s finished, he realizes that another neighbor, a middle-aged nun, has witnessed the scene. He immediately goes to the neighboring home and kills her. Just as he’s finished, he realizes that another neighbor, a young cheerleader, has witnessed the scene. He immediately goes to the neighboring home and kills her. Just as he’s finished, he realizes that another neighbor, an old cleaning lady, has witnessed the scene. He immediately goes to the neighboring home and kills her." I would have to agree that such a situation is patently absurd. And yet, one wonders whether the inability of the game to harness the ridiculousness of the situation itself is what would cause a detriment to the experience, and not actually the repetitiveness and horizontal non-development of plot. Let’s consider the above scenario seriously; how can we make this into a viable experience? Such an exercise would help establish that a game can have progress even when the plot is purportedly stagnant. In world of Dungeon wow gold Finder PUGs with overgeared wow gold groupmates, when is enough DPS "enough"? Sehvekah: Maybe I'm just weird, but I *like* topping the meters by (sometimes well) more than 1k DPS with everyone wow gold else doing 1.5k-2k. Yes, it's an ego thing, but not like your knee-jerk reaction would indicate. See, when I'm in a group where *everyone* (including the tank and "healer") is doing 2.5k-5k+, I get my emblems, it's quick, sometimes I get an achievement -- but I never feel like I really *did* anything. Sure, nobody died, but even with emblems or the odd bit of loot from the IC five-mans, I walk away wondering what the point was. When I'm blowing up the meters with a group of more-or-less fresh 80s, though, it really wow gold feels like I'm *doing* something. I know I'm helping the tank hold aggro via glyphed TotT+FoK combo. I'm keeping the healer in mana by making things die faster before they cause too many problems. I'm helping the other DPSs by making their run that extra bit faster. Everyone (is) getting their emblems and sometimes upgrades from drops, there's the odd achievement, and damn it, the slower run makes it feel more like *something actually happened* beyond my getting two EoF for T10 and a few EoTs closer to kitting my 'lock out in heirlooms. And that's without mentioning the fact that wow gold these groups often have actual *conversations* and sometimes the awe of those new to the game, experiencing these "tired old dungeons" for the first time. Hell, it even gives me time to slow down a bit and actually *look* at the places I've been running though. So many times I've run Old Kingdom without paying attention to anything more than the loot pinatas scattered throughout, and that was really stupid on my part. A lot of these places are really awesome and deserve to be savored, rather than rushed through. So to all the newbs, thank you. You're making my playtime that much wow gold more fun, so I'll do my part to help you get the loot you need in return. To those who think recount/DPS means everything, go eat s*$@. Where do you stand on DPS wow gold thresholds? Do you believe that too much DPS is never enough? Unstated Assumptions An initial question: how deep would the “pure action” (as worded by Mr. Isigan) be in this game (or how much skill is there to be learned and how much does that skill level impact player agency)? If it is a simple matter of just running over to the victim and pressing a button without any challenge at all, that would actually fail in any game pretty much regardless of how amazing a plot has been applied. Actually this assumption of a lack of challenge is really the greatest hurdle as well as the greatest boon in implementing the above into a feasible game experience. The severity of the actions of the player vis-à-vis the implicit assumption of the wildly disproportionate helplessness of the victims destroys any chance for credible suspension of disbelief. But if we destroy this to begin through the use of a highly satirical tone (we can satirize the player’s assumptions that the [conspicuously exclusively female] victims are helpless, for instance), the primary problem disappears. Say, the old prostitute is actually an undercover vice cop; the middle-aged nun is a recovering former assassin; the young cheerleader turns out to be a supremely fit killing machine; the old cleaning lady wields a volatile cocktail of toxic household cleaners and knows the ins and outs of the building like the back of her hand; etc. These “victims” would each provide their own unique set of challenges and cause the player to develop/exercise considerable skill. Admittedly, the suspension of disbelief (if you could call it that) in such a game would rely heavily on the efficacy of the satire/writing. But at any rate, if the game mechanics were compelling and deep enough, the player would become invested in developing his skills in negotiating them despite a redundant (in every sense of that word) plot. ==================================================================================== Related Article: wow power leveling wow power leveling wow power leveling wow power leveling wow power leveling
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