One reason why logic based or searching based quests do not work well in a MMORPG setting compared to RPG setting is walk-throughs.
In a RPG single player setting no one really has any problems if a person works the entire game out by themselves or by following a walk-through.
In a MMORPG setting if the game was a simple to level as following up a walk-through some people would be max level in under a day, while others would be struggling through the first few levels. The competition (other players) is what makes it a lot more difficult to add purely logic or thinking based quests into a game with multiple players competing against each other. With some required grinding there is at least some minimum time added to the equation.
It is one reason why I believe the MMORPG genre will never completely devour the RPG genre.
Dial 911, while overseas.
"Bobs Pizzeria how may I help you?", Bob
"I am bleeding to death."
"We use 000 in this country, redial for an ambulance"
Dial 000
"Bobs Pizzeria how may I help you?", Bob
"I am bleeding to death"
"Oh it appears your VOIP provider has mapped all international emergence numbers to 911"
"aaarghh...."
UniQuest is part of the University of Queensland admittedly the commercial part, but all Uni's have them these days are you going to ignore all press releases from Uni's? Commercialisation is required these days to keep adequate funding going into Uni's.
So no these researchers did not make the company per se.
Saving too much can be a punishment in itself, mostly in association with no risk experimentation.
Cases evolve when you have saved a number of times and you need to roll back to a certain save to redo everything again. The more saves you have the more often you repeat the same task back to the failing point. That is until you find the right save that allows you to continue forwards.
One reason why logic based or searching based quests do not work well in a MMORPG setting compared to RPG setting is walk-throughs.
In a RPG single player setting no one really has any problems if a person works the entire game out by themselves or by following a walk-through.
In a MMORPG setting if the game was a simple to level as following up a walk-through some people would be max level in under a day, while others would be struggling through the first few levels. The competition (other players) is what makes it a lot more difficult to add purely logic or thinking based quests into a game with multiple players competing against each other. With some required grinding there is at least some minimum time added to the equation.
It is one reason why I believe the MMORPG genre will never completely devour the RPG genre.
Dial 911, while overseas. ...."
"Bobs Pizzeria how may I help you?", Bob
"I am bleeding to death."
"We use 000 in this country, redial for an ambulance"
Dial 000
"Bobs Pizzeria how may I help you?", Bob
"I am bleeding to death"
"Oh it appears your VOIP provider has mapped all international emergence numbers to 911"
"aaarghh
The Release was to USA, Canada, Asutralia and New Zealand.
Anyway having said that. I do not seem to have much problems at all, but I chose a low population server.
Occasionally there is a bit of server lag. Latency even while often in the red does not seem to affect performance as much as server overload.
Unfortunately some people are forced to use certain products such as Outlook as part of their company standard.
So no these researchers did not make the company per se.
I have all too often seen people jump on a new idea and write more code to do less actual functionality.
The current one being overuse of Functors. Lets write a whole class to do what that three line for loop used to do :(
Remember to go back far enough to nclude Shakespeare, Homer etc.
Cases evolve when you have saved a number of times and you need to roll back to a certain save to redo everything again. The more saves you have the more often you repeat the same task back to the failing point. That is until you find the right save that allows you to continue forwards.