Lunch votes!
Every person gets a single vote for lunch. Every person also gets an anti-vote worth -1.5 votes, thus helping to guide the group away from niche lunch choices that some people really hate.
Just like any good democracy, this tends to appeal to the lowest common denominator, and picky people in the group can eliminate options more than they can advocate them. But when the goal is an acceptable place to each for the whole group, it works out.
We do this every day for lunch, and have a whole set of rules for resolving ties. It's really insanely complicated when explained, but not that hard to get the hang of and works nicelyonce in swing.
If my cell phone could handle the lunch voting process instead of getting everyone together to do it, I'd love it. Muhaha.
The real issue here is that adding a graphic element to the game allows for a use of spatial relationships in PVP that is much weaker in a text-based system. It's not only a pretty picture, it's a delivery method for complex information and a granular coordinate system that allows much greater complexity in combat.
Sadly, the importance of these spatial relationship is underapreciated and the ability is massively under-used in most combat systems that are out there today.
PIGs or MMORPGS as they're called, just haven't grasped this. Interestingly, a game like Planetside has a much better grip on the potential of subtle range differentiators.
There are, however, some major differences in game style between a massively multi-player FPS and an MMORPG/PIG. Given those differences, Planetside's approach to utilizing spatial relationships wouldn't map directly to an MMORPG, but it does point in much more of the right direction than MMORPGs currently do.
Hed
Lunch votes! Every person gets a single vote for lunch. Every person also gets an anti-vote worth -1.5 votes, thus helping to guide the group away from niche lunch choices that some people really hate. Just like any good democracy, this tends to appeal to the lowest common denominator, and picky people in the group can eliminate options more than they can advocate them. But when the goal is an acceptable place to each for the whole group, it works out. We do this every day for lunch, and have a whole set of rules for resolving ties. It's really insanely complicated when explained, but not that hard to get the hang of and works nicelyonce in swing. If my cell phone could handle the lunch voting process instead of getting everyone together to do it, I'd love it. Muhaha.
The real issue here is that adding a graphic element to the game allows for a use of spatial relationships in PVP that is much weaker in a text-based system. It's not only a pretty picture, it's a delivery method for complex information and a granular coordinate system that allows much greater complexity in combat. Sadly, the importance of these spatial relationship is underapreciated and the ability is massively under-used in most combat systems that are out there today. PIGs or MMORPGS as they're called, just haven't grasped this. Interestingly, a game like Planetside has a much better grip on the potential of subtle range differentiators. There are, however, some major differences in game style between a massively multi-player FPS and an MMORPG/PIG. Given those differences, Planetside's approach to utilizing spatial relationships wouldn't map directly to an MMORPG, but it does point in much more of the right direction than MMORPGs currently do. Hed