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Traditional Model |
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This is the more traditional MMO model, with developers not involving themselves in any game related aspect except clear rule breaking. Typically with a developer led story, these games are fed events and new content with little spontaneous community activity after a period. Developers typically also run the entire forum in these circumstances and lay down the community methods of expression, with boards or voice communication channels. Essentially the game is treated like a traditional boxed release with additional weirdness added for the MMO aspect.
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Boundless Planet is a strictly hands off Developer situation, and when in game events deteriorate or lame play ruins it for all - the method is to encourage the players to police the game and settle things with existing in - game tools. Excessive exploits get shut down but loose game aspect abuses will be left alone. The ability to petition or suggest improvements to the game is within developer control and can ofte n conflict with developer or publisher aims. This system sometimes leads to main features being worked on ( because it’s a sexy add-on or feature ) whilst small game elements which irritate many more on a far wider scale get ignored until tacked onto a large update, if at all. |
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Time of Defiance is another traditional model, with little forum control by the community and updates and other things, currently being worked on, being kept close to the company chest. One noticeable impact of this, within MMO games that I have seen, is on community creativity and activity. Nice Tech tried to go down this route with support for 3rd party applications being tried but this soon fell by the wayside. With no direct input or control over the games direction beyond requests, there is less impetus to put the extra effort you need to, not only create these extras, but maintain them. Since then I haven’t noticed another MMORTS with client scripting.
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