Hephaestus wrote:
22 pages of bureaucracy written in outline form with multiple provisions so that every single aspect of the Linkshell could be regulated and absolutely no argument could exist ratified by an oligarchical council. This constitution would be so confusing and intricate that only the most intelligent members could make reasonable arguments, thus creating an environment where law evolves rather than devolves. However, this confusion would also create a bitterness among those who did not understand it and thus result in mass conspiracy theories of corruption and doubt in the leadership from the Linkshell proletariat class. Thereby defeating the entire purpose of bureaucracy and the inevitable and eventual downfall of the system.
You know, I did exactly that when we reformed Aurora to Eclipse. Spent a week or so drafting and redrafting our 'charter.' We still fell apart. Lots of ideas work on paper. So does communism. Then you put them into practice and human nature takes over and promptly screws everything up, especially in a society like FFXI's which is inherently flawed, skewed towards the most masochistic and self-flagellating 1% of its own members, who then cannibalize one another.
I think general MMO design itself is inherently flawed by virtue of being self-perpetuating. MMO devs have to put hooks in there somehow to keep you playing month to month past your initial purchase. You see this in any other forced ongoing continuity. Look at the stupid tricks a show like "Lost" uses just to perpetuate its own story. It's taken 3 years to tell 50 days of story because at most only 10 minutes of actual real new events happen in a given episode. FFXI self-perpetuates by making everything a time-consuming, often random chore. WoW self-perpetuates by giving the player constant, minor rewards and upgrades. Either design is an artifice since the master goal isn't delivering a tight, tuned experience, pushing forward an interesting narrative, or introducing new gameplay elements - the master goal is perpetuating the monthly subscription fee. A game like Gears of War, God of War, RE/Silent Hill series, or Crackdown is honed to deliver you an authentic, engaging 8-10 hour experience. You get directly to the main course and enjoy it, have a genuine experience, and you're done. The devs/artists don't have to create extra hoops for you to jump through simply to guarantee their continued necessity.
Other games like GTA series, Zelda series, FF main series deliver experiences much larger in scope, but still aiming toward a goal other than self-perpetuation (although FFXII has odd concessions towards the MMO influence for no reason, especially with regards to ultimate weapons - keep in mind I played enough FFXI to end up with a Ridill, dual Shadow, lots of other crap, but I
gave up on some FFXII items because they were just
too much, and I
worked on that game, which should say something...30+ camping hours to get a rare drop in a
single player game makes no sense whatsoever, an experience akin to giving yourself blue balls on purpose).
It's the same difference between ongoing series and films. A film takes you into its continuity for 2-3 hours but there's a definite beginning and ending, so the format itself doesn't encourage or discourage tricks; the product can simply be authentic, the story and characters can take the direction they should. A series that runs season to season and week to week faces different challenges, and a lot of the design and progress is a by-product of just attempting to self-perpetuate, rather than delivering the most honest or authentic product. See also why lighthearted sitcoms without hugely important continuity can last forever (Mash, Cosby, Cheers, Friends, Simpsons), but dramas never do (Dallas, um, the end).
At least with WoW they remembered to sort-of make it fun, like how Lost season one was actually pretty good (creating enough good faith for everyone to watch two more seasons, waiting patiently for the writers to remember how human beings actually behave when they're not being moved about like markers on a gameboard). But they're almost good on accident, counter to the trappings of their own formats.
Your pet names for Nam are disturbing beyond reason.
Luminaire
Edited, Mar 10th 2007 12:29pm by Uroboros