Pacifist Project end

Pacifist finally killed some more mobs, and I officially ended it. It just wasn’t fun, despite the ability to be non-violent. The game is still designed to be progressed by killing a ton of mobs, and while you can progress, its even more repetitive and grindy otherwise.

It raised some interesting thoughts for me. We really do focus an awful lot on killing things in games. Some of the korean MMOs are trying to change this with sports-themed ones, but violence really still is a central part of the genre. It’s funny, because how often in real life do we use it, or even expect it to solve anything? Yet in MMOs it is the first and often only option.

It felt fun to try, and I wonder if anyone will make an MMO that will make killing so rare and advancement through other means.


6 Responses to Pacifist Project end

  1. Tesh says:

    I’d love to see games that allow Thieves to advance through thievery rather than killing, that allow healers to advance because they healed, Explorers to advance because they explored, crafters because they crafted and so on. To me, the Shadow Priest in WoW is one of the ultimate examples of failed game design. (Or, perhaps more kindly, inadequate game design.) The game is all about killing stuff. Lots of it. Silly hippy pacifist healer Priests had to have a Dark Side so that they could actually go do the killing too.


  2. Dblade says:

    You actually can do that in mabinogi, but it’s just not fun. You can get exp by doing part time jobs which let you craft, like spinning yarn or making clothes. You can get exp by sketching monsters and exploring with a hot-and-cold style game. You can even get it by burning items in a camp fire.

    I guess the trick is to make it engaging. After my 50th part time job getting milk i was going mad.

  3. Tesh says:

    Is that just because the Mabinogi milking minigame (or crafting, sketching, whatever) is boring to start with? Combat itself is really just a big minigame, but it’s way more engaging than Yet Another Bejeweled Clone.

    Making crafting and other parallel advancement tracks viable almost requires a minigame with depth. Even if WoW crafting granted experience, with no changes to the actual *mechanics* of crafting, it would be boring in very short order.

    That’s one thing that Puzzle Pirates does well. Each minigame has a fair amount of depth and fun to it. Some will naturally fit players better than others, but that’s sort of the point. (Of course, it’s not a DIKU game, so there are other differences, but when I look at combat as a minigame, and other activities as other minigames, the parallels to PP tend to pop up.)

  4. Dblade says:

    It varies. Some are simple fetch missions with a time limit. To milk a cow, equip a bottle in your main hand, click on the cow, and hope it doesn’t move.

    The crafting is pretty good. The first part is pretty much feed your materials in for a random chance at percent completion. Once you hit 99%, you play a minigame to finish it. For tailoring, you thread a needle through x’s and o’s. It’s pretty good, and the minigames work well with the crafting theme. It’s not that deep though.

    I think the real problem for me is that there is no goal to it. Like a crafter only can’t do any story missions in Mabi, they can’t do anything but rank up crafts and sell it, and levelling that way is pointless, since levels really only affect combat. If they want to make alternative tracks it has to be a true alternative, not one players try and retrofit. It’s obvious after playing a bit the devs intended all the jobs and crafts to be side activities.

    However I have heard rumors that actual farming is included 3 updates down the road, so maybe I can try again.

  5. Tesh says:

    Good point; alternate activities really should have a point, and an effect on the “main” gameplay.

    I can’t remember if I told you about this place:

  6. Dblade says:

    Thanks, that was very interesting. It makes me a little envious that WoW has such an intensive quest system where it’s possible to do that.

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