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	<title>Comments on: The MMO Social Tug-of-War</title>
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	<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/</link>
	<description>The best work gets done after 2 am</description>
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		<title>By: Aiiane</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-30</link>
		<dc:creator>Aiiane</dc:creator>
		<pubDate>Thu, 03 Sep 2009 07:12:23 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-30</guid>
		<description>The question is more general than just leveling though - how do you deal with friends at different places in progression wanting to play together? There&#039;s only so much you can do with a sidekicking system.</description>
		<content:encoded><![CDATA[<p>The question is more general than just leveling though &#8211; how do you deal with friends at different places in progression wanting to play together? There&#8217;s only so much you can do with a sidekicking system.</p>
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		<title>By: Zukan</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-29</link>
		<dc:creator>Zukan</dc:creator>
		<pubDate>Thu, 03 Sep 2009 06:44:44 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-29</guid>
		<description>Maybe it&#039;s the leveling system becoming out dated then. If you&#039;re trying to think up a design to get around having to level up, maybe games should start evolving with new ways of progression.</description>
		<content:encoded><![CDATA[<p>Maybe it&#8217;s the leveling system becoming out dated then. If you&#8217;re trying to think up a design to get around having to level up, maybe games should start evolving with new ways of progression.</p>
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		<title>By: Ayonyx</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-27</link>
		<dc:creator>Ayonyx</dc:creator>
		<pubDate>Wed, 02 Sep 2009 18:39:06 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-27</guid>
		<description>There was a point where I was like NOOOO to anything like that without so much as a second thought. I believe it&#039;s common place to find people doing that, we don&#039;t want to be viewed as &lt;i&gt;casuals&lt;/i&gt;. At this point however, I&#039;ve come to realize if new mmorpg&#039;s keep coming out I wont have the time to start fresh each and every time. In some games, sure that will be important and interesting. In others, I may not want to run through the leveling gauntlet only to reach the end game. Perhaps games of similar genres by a similar company / publisher could allow some sort of &#039;carry over&#039; between games. I know Sony&#039;s STATION allows players to communicate between multiple games, and a few other features. Perhaps that is a step in the right direction :)</description>
		<content:encoded><![CDATA[<p>There was a point where I was like NOOOO to anything like that without so much as a second thought. I believe it&#8217;s common place to find people doing that, we don&#8217;t want to be viewed as <i>casuals</i>. At this point however, I&#8217;ve come to realize if new mmorpg&#8217;s keep coming out I wont have the time to start fresh each and every time. In some games, sure that will be important and interesting. In others, I may not want to run through the leveling gauntlet only to reach the end game. Perhaps games of similar genres by a similar company / publisher could allow some sort of &#8216;carry over&#8217; between games. I know Sony&#8217;s STATION allows players to communicate between multiple games, and a few other features. Perhaps that is a step in the right direction <img src='http://aiiane.net/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Aiiane</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-26</link>
		<dc:creator>Aiiane</dc:creator>
		<pubDate>Wed, 02 Sep 2009 17:53:09 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-26</guid>
		<description>That&#039;s why you&#039;d have to design it in from the start - I definitely don&#039;t think you could just layer it on top of existing MMOs, for a variety of reasons.</description>
		<content:encoded><![CDATA[<p>That&#8217;s why you&#8217;d have to design it in from the start &#8211; I definitely don&#8217;t think you could just layer it on top of existing MMOs, for a variety of reasons.</p>
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		<title>By: Zukan</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-25</link>
		<dc:creator>Zukan</dc:creator>
		<pubDate>Wed, 02 Sep 2009 15:06:36 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-25</guid>
		<description>I suppose it would depend on how much a person spread around their play time. A more realistic scenario would have people play MMO A which is easier to solo or faster to level in order to level quickly in MMO B which is more group oriented and generally takes more effort. I could see it functioning decently for those that dance around many MMO&#039;s at a time.

Bringing in coin from another game would mess up the economy of the receiving game wouldn&#039;t it? Unless you set it up so the currency through out all the games be the same, and making that the real economy which might be neat.</description>
		<content:encoded><![CDATA[<p>I suppose it would depend on how much a person spread around their play time. A more realistic scenario would have people play MMO A which is easier to solo or faster to level in order to level quickly in MMO B which is more group oriented and generally takes more effort. I could see it functioning decently for those that dance around many MMO&#8217;s at a time.</p>
<p>Bringing in coin from another game would mess up the economy of the receiving game wouldn&#8217;t it? Unless you set it up so the currency through out all the games be the same, and making that the real economy which might be neat.</p>
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		<title>By: Aiiane</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-24</link>
		<dc:creator>Aiiane</dc:creator>
		<pubDate>Wed, 02 Sep 2009 03:47:34 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-24</guid>
		<description>Would it really cause problems to allow experience gain/coinage to move between games? You&#039;d probably have to design it in from the start, but what actual issues would it raise? I think we dismiss the possibility too quickly without giving it proper consideration.</description>
		<content:encoded><![CDATA[<p>Would it really cause problems to allow experience gain/coinage to move between games? You&#8217;d probably have to design it in from the start, but what actual issues would it raise? I think we dismiss the possibility too quickly without giving it proper consideration.</p>
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		<title>By: Zukan</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-23</link>
		<dc:creator>Zukan</dc:creator>
		<pubDate>Wed, 02 Sep 2009 03:41:18 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-23</guid>
		<description>What kind of progress would carry over from game to game? Obviuosly not experience gain or coin, as that would cause problems. The only thing I can think of without putting much effort into would be titles, or fluff pets and such.</description>
		<content:encoded><![CDATA[<p>What kind of progress would carry over from game to game? Obviuosly not experience gain or coin, as that would cause problems. The only thing I can think of without putting much effort into would be titles, or fluff pets and such.</p>
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		<title>By: Frank</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-21</link>
		<dc:creator>Frank</dc:creator>
		<pubDate>Tue, 01 Sep 2009 17:45:05 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-21</guid>
		<description>Whoo - thanks Aiiane - your the bestest for the link.

Anyway, I can get behind what you&#039;re saying. Saturation in the market also leads to an overall decrease in quality as well as division among friends. What&#039;s missing from the accurate assessment of my opinion is the aftermath of it. More MMOs on the market is a good thing, because it drives innovation - but it also drives survival of the fittest, too. If there are plenty of alternatives on the market, that means your product has to work that much harder to be stable, fun and appealing to people. If it isn&#039;t, your game is going the way of the dodo.

WoW became (and arguably still is) complacent because of their command of the subscriber market. But now, there are so many alternatives, and so many people who don&#039;t play WoW in favor of something else, that they almost had to respond with Cataclysm to entice old-school players to come back. This is essentially why it&#039;s a good thing and not a bad thing for lots of MMOs to be around - it forces a tit-for-tat that players only benefit from.</description>
		<content:encoded><![CDATA[<p>Whoo &#8211; thanks Aiiane &#8211; your the bestest for the link.</p>
<p>Anyway, I can get behind what you&#8217;re saying. Saturation in the market also leads to an overall decrease in quality as well as division among friends. What&#8217;s missing from the accurate assessment of my opinion is the aftermath of it. More MMOs on the market is a good thing, because it drives innovation &#8211; but it also drives survival of the fittest, too. If there are plenty of alternatives on the market, that means your product has to work that much harder to be stable, fun and appealing to people. If it isn&#8217;t, your game is going the way of the dodo.</p>
<p>WoW became (and arguably still is) complacent because of their command of the subscriber market. But now, there are so many alternatives, and so many people who don&#8217;t play WoW in favor of something else, that they almost had to respond with Cataclysm to entice old-school players to come back. This is essentially why it&#8217;s a good thing and not a bad thing for lots of MMOs to be around &#8211; it forces a tit-for-tat that players only benefit from.</p>
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		<title>By: Twitter Trackbacks for The MMO Social Tug-of-War » Up Past Midnight [aiiane.net] on Topsy.com</title>
		<link>http://aiiane.net/blog/2009/09/the-mmo-social-tug-of-war/comment-page-1/#comment-20</link>
		<dc:creator>Twitter Trackbacks for The MMO Social Tug-of-War » Up Past Midnight [aiiane.net] on Topsy.com</dc:creator>
		<pubDate>Tue, 01 Sep 2009 17:42:11 +0000</pubDate>
		<guid isPermaLink="false">http://aiiane.net/blog/?p=112#comment-20</guid>
		<description>[...] The MMO Social Tug-of-War » Up Past Midnight  aiiane.net/blog/2009/09/the-mmo-social-tug-of-war &#8211; view page &#8211; cached  #Up Past Midnight RSS Feed Up Past Midnight » The MMO Social Tug-of-War Comments Feed Up Past Midnight Why is it so hard to find a decent WordPress theme? Player Factions – Why 3 is the Magic Number for MMOs &#8212; From the page [...]</description>
		<content:encoded><![CDATA[<p>[...] The MMO Social Tug-of-War » Up Past Midnight  aiiane.net/blog/2009/09/the-mmo-social-tug-of-war &ndash; view page &ndash; cached  #Up Past Midnight RSS Feed Up Past Midnight » The MMO Social Tug-of-War Comments Feed Up Past Midnight Why is it so hard to find a decent WordPress theme? Player Factions – Why 3 is the Magic Number for MMOs &mdash; From the page [...]</p>
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