Hacker Newsnew | past | comments | ask | show | jobs | submitlogin

The "problem" with EverQuest wasn't the game, it was the people.

It's just like real life. You aren't supposed to be the hero. You aren't supposed to have all the best everything and a million platinum.

You're just another cog moving through the world, easily replaceable. That's how it was designed. The problem is that, strangely, in a game, people can't accept that, so they'll spend 18 hours a day playing, but for some reason won't spend 18 hours a day working, even when spending 18 hours a day working at something clearly - undeniably - yields better results than playing a game.



Ultima Online had more of that feeling than EverQuest (I played both). EQ was quite clearly a game in which you could make steady progress in power with proper grinding (and every 5 levels sucked thanks to a coding error).




Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: