<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: The Problem with Crime MMOs</title>
	<atom:link href="http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/</link>
	<description></description>
	<lastBuildDate>Thu, 09 Feb 2012 13:01:52 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.1</generator>
	<item>
		<title>By: Qix</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-33701</link>
		<dc:creator>Qix</dc:creator>
		<pubDate>Wed, 06 May 2009 21:16:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-33701</guid>
		<description>Most of these arguments are against something the article did not say.  It was never said it would be impossible, nor that any of these things have never been done.  Only that the combination of those things he listed had not been done together before, and that getting these things right will be the hard part of the development.</description>
		<content:encoded><![CDATA[<p>Most of these arguments are against something the article did not say.  It was never said it would be impossible, nor that any of these things have never been done.  Only that the combination of those things he listed had not been done together before, and that getting these things right will be the hard part of the development.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: gdmaddog</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-33662</link>
		<dc:creator>gdmaddog</dc:creator>
		<pubDate>Wed, 06 May 2009 17:32:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-33662</guid>
		<description>AoC is NOT a slow MMO by any stretch of the imagination.

In addition, I might add, what resources would be saved by removing debris from a scene?  Isn&#039;t that debris (if we focus on the larger items) already there?

What difference would it make to an MMO&#039;s servers if they has to calculate 10,000 parked cars on the city streets, or 9,900 parked cars and 100 burned out car bodies?  Sure, the doors and tires and such might be an issue, but make those CLIENT SIDE items, their  presence makes no matter to the world, they arent obsticles, merely their general trajectories and final resting place, the rest can be client based.  The car remains the only large item the server needs to track, and in this case, replac e with a burned-out-car model/skin.  

Look to City of Villians for an example of this.  One class can produce various debris and throw it at a target.  When playing with others, the item itself is different on all clients!  The location is the same, but one might see a sink, another a 55-gallon drum.

I also disagree to the storyline point.

Several MMOs, AoC, SWG, and WoW included, have character storylines you can play out.

What they fail to do, generally, is have your actions result in the removal of someone/thing from the world, or change it.

While its simply a matter of having each toon hear different words (with the same general impact) or see a different skin on an NPC in the same locaiton/role, they rarely do the same things.

Burning out a building in an MMO would be just as easily delt with as opening up a new building on a &quot;nearly finished&quot; construction site elsewhere.

Hell, EVE has had player interaction change the very nature of the safety of zones, why can&#039;t a crime MMO?


While I *can* find ways to refute much of this, the core of my argument remains solidly set in the amount of effort any Crime MMO team puts in, and how much they are willing to pragmatically learn from the landscape of the industry arround them.  Games like AoC for it&#039;s &quot;twitch&quot;, EVE for it&#039;s security/threat response and openness, and WoW for its global appeal are currently standing out as shining examples of what does (and doesn&#039;t) work.

But I&#039;ve yet to see a development team able to take that step to look at these things and apply them.</description>
		<content:encoded><![CDATA[<p>AoC is NOT a slow MMO by any stretch of the imagination.</p>
<p>In addition, I might add, what resources would be saved by removing debris from a scene?  Isn&#8217;t that debris (if we focus on the larger items) already there?</p>
<p>What difference would it make to an MMO&#8217;s servers if they has to calculate 10,000 parked cars on the city streets, or 9,900 parked cars and 100 burned out car bodies?  Sure, the doors and tires and such might be an issue, but make those CLIENT SIDE items, their  presence makes no matter to the world, they arent obsticles, merely their general trajectories and final resting place, the rest can be client based.  The car remains the only large item the server needs to track, and in this case, replac e with a burned-out-car model/skin.  </p>
<p>Look to City of Villians for an example of this.  One class can produce various debris and throw it at a target.  When playing with others, the item itself is different on all clients!  The location is the same, but one might see a sink, another a 55-gallon drum.</p>
<p>I also disagree to the storyline point.</p>
<p>Several MMOs, AoC, SWG, and WoW included, have character storylines you can play out.</p>
<p>What they fail to do, generally, is have your actions result in the removal of someone/thing from the world, or change it.</p>
<p>While its simply a matter of having each toon hear different words (with the same general impact) or see a different skin on an NPC in the same locaiton/role, they rarely do the same things.</p>
<p>Burning out a building in an MMO would be just as easily delt with as opening up a new building on a &#8220;nearly finished&#8221; construction site elsewhere.</p>
<p>Hell, EVE has had player interaction change the very nature of the safety of zones, why can&#8217;t a crime MMO?</p>
<p>While I *can* find ways to refute much of this, the core of my argument remains solidly set in the amount of effort any Crime MMO team puts in, and how much they are willing to pragmatically learn from the landscape of the industry arround them.  Games like AoC for it&#8217;s &#8220;twitch&#8221;, EVE for it&#8217;s security/threat response and openness, and WoW for its global appeal are currently standing out as shining examples of what does (and doesn&#8217;t) work.</p>
<p>But I&#8217;ve yet to see a development team able to take that step to look at these things and apply them.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Radley</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-25786</link>
		<dc:creator>Radley</dc:creator>
		<pubDate>Wed, 11 Mar 2009 09:13:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-25786</guid>
		<description>I wish there was an easier choice for this.</description>
		<content:encoded><![CDATA[<p>I wish there was an easier choice for this.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Spyware</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-2656</link>
		<dc:creator>Spyware</dc:creator>
		<pubDate>Wed, 21 May 2008 01:52:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-2656</guid>
		<description>The creator of Crackdown are working on a crime base MMO (Cop vs Criminals) for console. Also I saw somewhere that a small indie in Canada, try to make a mmo based on criminals organization vs criminals organization. Look interesting if the ever make it :)

here the link

http://www.apb.com
and
http://www.notoriouscriminals.net</description>
		<content:encoded><![CDATA[<p>The creator of Crackdown are working on a crime base MMO (Cop vs Criminals) for console. Also I saw somewhere that a small indie in Canada, try to make a mmo based on criminals organization vs criminals organization. Look interesting if the ever make it <img src='http://www.mmocrunch.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>here the link</p>
<p><a href="http://www.apb.com" rel="nofollow">http://www.apb.com</a><br />
and<br />
<a href="http://www.notoriouscriminals.net" rel="nofollow">http://www.notoriouscriminals.net</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: epoxic</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-2198</link>
		<dc:creator>epoxic</dc:creator>
		<pubDate>Mon, 28 Apr 2008 21:27:23 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-2198</guid>
		<description>I couldn&#039;t agree more</description>
		<content:encoded><![CDATA[<p>I couldn&#8217;t agree more</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Aigarius</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-2066</link>
		<dc:creator>Aigarius</dc:creator>
		<pubDate>Sat, 19 Apr 2008 13:49:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-2066</guid>
		<description>What exactly is so impossible about a story driven crime MMORPG? The thing you are looking for is called quests and quest chains! Additionally look up up the term reputation grind.

Section off parts of the city? What for? There are things called instances.

You can build a greatly complex and satisfying crime MMORPG:

You start as newby criminal mind with no criminal skills to speak of, but you have a &#039;civil&#039; profession - stunt driver, mechanic, ex-military, karate instructor, hacker, medic, chemist, ... You lso had some hobbies in your childhood: amareur rocketeering, model cars, swimming, scuba diving, running, ... All of this determines you starting skill set : what items you cna use, how fast and far can you run, how accurate you can shoot, can you drive a truck, ...

When you decide to start you criminal life you can start with petty crime or go to seek work at established crime gangs (NPCs). You can form a social hang out club (guild) with other members of your gang. You can form up into teams for crimes.

You gang will have a lot of work for you - a typical assortment of quests: fedex, fedex under fire, escort, assasination, slaughter, terror, ... Depending on circumstance other gangs, bystanders and cops could get involved in the quest, so a simple drive-by shooting could end with an all-out car chase after you. Like in NFS: Most Wanted. I would imagine other criminals might want to lay low a bit while the police is chasing you, but sometimes they might get away with stuff that they wouldn&#039;t be able to otherwise, because the police force attention is on you and away from them.

The missions could also be set in instances so not to disturb other players with explosions and such. Compare Deadmines assault and the Onyxia quest chain in Stormwind.

Yes - the world will reset and people will respawn in a minute, but that is normal in MMORPG. The player moves on by then and next one can do the quest. That is not a problem - again, see WoW for a lot of great examples how to do stuff. The fights are rapid and action is fast, but there is a significant time spent in preparation and in travel between points. And that is all a MMO needs.</description>
		<content:encoded><![CDATA[<p>What exactly is so impossible about a story driven crime MMORPG? The thing you are looking for is called quests and quest chains! Additionally look up up the term reputation grind.</p>
<p>Section off parts of the city? What for? There are things called instances.</p>
<p>You can build a greatly complex and satisfying crime MMORPG:</p>
<p>You start as newby criminal mind with no criminal skills to speak of, but you have a &#8216;civil&#8217; profession &#8211; stunt driver, mechanic, ex-military, karate instructor, hacker, medic, chemist, &#8230; You lso had some hobbies in your childhood: amareur rocketeering, model cars, swimming, scuba diving, running, &#8230; All of this determines you starting skill set : what items you cna use, how fast and far can you run, how accurate you can shoot, can you drive a truck, &#8230;</p>
<p>When you decide to start you criminal life you can start with petty crime or go to seek work at established crime gangs (NPCs). You can form a social hang out club (guild) with other members of your gang. You can form up into teams for crimes.</p>
<p>You gang will have a lot of work for you &#8211; a typical assortment of quests: fedex, fedex under fire, escort, assasination, slaughter, terror, &#8230; Depending on circumstance other gangs, bystanders and cops could get involved in the quest, so a simple drive-by shooting could end with an all-out car chase after you. Like in NFS: Most Wanted. I would imagine other criminals might want to lay low a bit while the police is chasing you, but sometimes they might get away with stuff that they wouldn&#8217;t be able to otherwise, because the police force attention is on you and away from them.</p>
<p>The missions could also be set in instances so not to disturb other players with explosions and such. Compare Deadmines assault and the Onyxia quest chain in Stormwind.</p>
<p>Yes &#8211; the world will reset and people will respawn in a minute, but that is normal in MMORPG. The player moves on by then and next one can do the quest. That is not a problem &#8211; again, see WoW for a lot of great examples how to do stuff. The fights are rapid and action is fast, but there is a significant time spent in preparation and in travel between points. And that is all a MMO needs.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Geoff</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-2048</link>
		<dc:creator>Geoff</dc:creator>
		<pubDate>Fri, 18 Apr 2008 21:46:13 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-2048</guid>
		<description>Making an account right now. :D</description>
		<content:encoded><![CDATA[<p>Making an account right now. <img src='http://www.mmocrunch.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' /> </p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Ryan Shwayder</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-2040</link>
		<dc:creator>Ryan Shwayder</dc:creator>
		<pubDate>Fri, 18 Apr 2008 13:49:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-2040</guid>
		<description>Try out MafiaMatrix. It&#039;s web-based and lets you do lots of neat stuff because you don&#039;t need graphics or real-time anything.

http://www.nerfbat.com/2008/04/16/mafiamatrix-rise-above-the-law-or-become-the-law/</description>
		<content:encoded><![CDATA[<p>Try out MafiaMatrix. It&#8217;s web-based and lets you do lots of neat stuff because you don&#8217;t need graphics or real-time anything.</p>
<p><a href="http://www.nerfbat.com/2008/04/16/mafiamatrix-rise-above-the-law-or-become-the-law/" rel="nofollow">http://www.nerfbat.com/2008/04/16/mafiamatrix-rise-above-the-law-or-become-the-law/</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: mmpow.com</title>
		<link>http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/comment-page-1/#comment-1997</link>
		<dc:creator>mmpow.com</dc:creator>
		<pubDate>Wed, 16 Apr 2008 21:25:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.mmocrunch.com/2008/04/16/the-problem-with-crime-mmos/#comment-1997</guid>
		<description>&lt;strong&gt;The Problem with Crime MMOs...&lt;/strong&gt;

With the somewhat recent mega-popularity of games like Grand Theft Auto, and Saint&#8217;s Row it seems like it was only an inevitability that somebody who begin to make an MMO based on these types of games. So it really came as no surprise when I foun...</description>
		<content:encoded><![CDATA[<p><strong>The Problem with Crime MMOs&#8230;</strong></p>
<p>With the somewhat recent mega-popularity of games like Grand Theft Auto, and Saint&rsquo;s Row it seems like it was only an inevitability that somebody who begin to make an MMO based on these types of games. So it really came as no surprise when I foun&#8230;</p>
]]></content:encoded>
	</item>
</channel>
</rss>

