1) Gender: Male Female 2) Age:
1) Gender: Male Female
2) Age:
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I've often wondered whether the severe death penalty and character interdependence in the original EverQuest strengthened the relationships that players formed, especially when compared with more recent games. Or for example, do in-game maps and third-party databases (e.g., thottbot.com) create a culture where players get chastised for asking for help in the game? If you've been playing MMOs since the original UO/EQ days, what has your experience been? In your gaming experience, have you come across other game mechanisms (apart from death penalties, in-game maps, or third-party databases) that shape how players behave and interact with each other in MMOs?
I've often wondered whether the severe death penalty and character interdependence in the original EverQuest strengthened the relationships that players formed, especially when compared with more recent games. Or for example, do in-game maps and third-party databases (e.g., thottbot.com) create a culture where players get chastised for asking for help in the game? If you've been playing MMOs since the original UO/EQ days, what has your experience been?
In your gaming experience, have you come across other game mechanisms (apart from death penalties, in-game maps, or third-party databases) that shape how players behave and interact with each other in MMOs?
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