Hacker News new | ask | show | jobs
by aoriste 5950 days ago
I had read the first article already, and this one provided an interesting commentary. What struck me most, however, was the striking parallel it makes to a distant, hazily defined, mmo game that a friend and I talk about creating in our twilight years.

This game would simply be a massive simulation of a fantasy setting, replete with deep and meaningful (in an in-game sense) game-object detail, but which would offer no prefabricated achievement structure. The trick, as we see it, would be to actually get people to play this "game". Without any transparent and crudely imitable notion of "advancement", we doubt that anybody other than space cadets like ourselves would enjoy the game. Essentially, the game would be about being in the world and living there, and not about winning contests and completing quests. It is not as if there would not be things to do - quite the contrary, the player liberty might be overwhelming - too many people would ask: "What do I do in this game?" - translation: "how do I succeed here?"

2 comments

So, real life, but with unicorns and a lower poly-count?
quite - real_life++, and, yes, probably with a much lower poly-count.
Isn't that exactly what "Second Life" is?