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Antiwork

MMOs have better design than capitalism

Server Wipes: After a server has been active for long enough, the developers will often have it wiped. This removes most if not all of the progress that players have made, essentially returning them back to square one. The justification for this is that an indefinitely persistent server would create players or groups of players so well-equipped or well-fortified that it'd be virtually impossible for anyone to contest their dominance. The developers recognize the work put in by these dominant players to get where they are, but they also recognize that resetting things every once in a while is necessary to keep things fair and fun for everyone. Starter Loot: When players are new to a game or have just died, they often get items by default once they start playing. These are resources that they can use to make it through the first few minutes of play and use…


Server Wipes:
After a server has been active for long enough, the developers will often have it wiped. This removes most if not all of the progress that players have made, essentially returning them back to square one. The justification for this is that an indefinitely persistent server would create players or groups of players so well-equipped or well-fortified that it'd be virtually impossible for anyone to contest their dominance. The developers recognize the work put in by these dominant players to get where they are, but they also recognize that resetting things every once in a while is necessary to keep things fair and fun for everyone.

Starter Loot:
When players are new to a game or have just died, they often get items by default once they start playing. These are resources that they can use to make it through the first few minutes of play and use as a foundation for greater gains. Even though everyone gets them regardless of their success, it doesn't effect how hard players work at succeeding. No one simply sticks with their meager starter loot instead of grinding for something better because doing so isn't very fun. Instead, this charity gives players a fair chance to gain a foothold and begin their rise to dominance. After all, they can't make use of their abilities if they don't have the opportunity to do so.

Currency Caps:
Once a player has accrued a certain amount of currency, the game will often stop you from accruing more. This essentially caps the amount of wealth that anyone can have. Such a system incentivizes wealthy players to stop grinding as much, leaving more rewards for others. Furthermore, the fact that they can financially recover easily from any loss is unfair to competing players with less of a safety net

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