Red 5’s Paper-RPG Duo On The MMO Persistence Revolution | Gamasutra


ES: Let me use World of Warcraft as an example: You’re an Alliance player of some stature. You’d like to organize a raid against Thunder Bluff. Right now you can do that, but the game doesn’t provide you with any way of making that ‘interesting.’ There’s no story element, there’s no reward – the game doesn’t incentivize you to do it.

DW: You do it because you think it would be fun!

ES: Right. We want to put systems in place so that when the player decides to do something like that, he can actually create missions in the world that will allow him to go do that. He can create rewards that will compensate players for participating.


~ by reset3 on August 25, 2008.

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