Originally posted by Eversor:
I guess one of the coolest things about AC was that the devs designed a world that was so complex that they couldn't really anticipate how it would be used and how the player base would alter it. I think that's especially true with templates. The element of users discovering things about the world that the devs didn't intend is a really fascinating aspect of the game. The trading economy is a good example of that, too.
Maybe AC isn't unique in that regard, but WoW seemed significantly more limited in how it allowed the social elements of the game to shape what it was like to participate in the virtual world.
Maybe AC isn't unique in that regard, but WoW seemed significantly more limited in how it allowed the social elements of the game to shape what it was like to participate in the virtual world.
Maybe it felt like AC players were altering the world at the time, but I promise you they had absolutely no power to change the world at all. Changes happened to the players. Players adapting to the horrifically bad design didn't change the game, developers designing content for extreme templates did. The developers made all of the changes, the players just adapted to what was provided to them. I also wouldn't characterize any of this as players discovering things the developers didn't intend. The imbalances were always intended. With magic in particular, the developers just thought the deliberate imbalance wouldn't be a problem because they believed some woo-woo libertarian things about human psychology that are obviously false.
WoW had an integrated economy via its auction house, mostly because the developers somewhat knew what they were doing. AC's players developed commodity currencies because they had no other choice. The only alternative was the official game currency, a fiduciary currency with no limit on supply and no government enforcing it as legal tender. Yes it's cool how AC's players developed this economy, but it's not a feature of AC, it's a feature of humans, and it's not good that players felt they were better off by doing this.