Gameplay and Story Segregation: Difference between revisions

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=== [[MMORPG]]s ===
* ''[[EVE Online]]'''s completely player driven nature averts and/or outright deconstructs many of the things mentioned in the MMORPG examples above.
** Almost every MMO mechanic is superbly addressed and explained via some very elaborate and convincing-sounding tech lore. How can you constantly die? [https://web.archive.org/web/20150407220037/http://www.eveonline.com/background/cloning/ Clones.] How are you singularly operating a ship with effectively no crew? [https://web.archive.org/web/20090228231245/http://www.eveonline.com/background/eggers/ Capsules.] The backstory has become so in depth that it has sparked what you could describe as 'lore within the lore;' cloning has caused discussions about transferals of consciousness, and the fact that capsuleers can indefinitely clone has in-game, as well as outside consideration about the fact that since they have clones, can do anything, and cause large amounts of destruction, that capsuleers are effectively [[Mind Screw|immortal, sociopathic, all-powerful demigods.]]
*** To put it shortly, it's pretty much the most effective, in depth, and descriptive [[Hand Wave]] ever.
* ''[[Mabinogi]]''. Player characters, aka ''Milletians'', are presented as spirits from outside the game world, who are temporarily incarnated within it. Because they are not normally part of the world, they do not "die", but simply lose the body they were using, which can be restored by a particular [[NPC]]. [[NPC]]s are aware of your status, and will casually mention it from time to time. This is actually made a significant story point for Elf and Giant characters.