Dave: The game launches with six crafts, all fed by the same gathering skill, including staples you’d expect like weaponsmithing, alchemy, and cooking. You can level all of them simultaneously, and you get XP both for gathering and for actually making stuff. And in the lore of the world, Stigma stones are a fragment of a long-gone Daevas soul. Daevas are generally immortal; it takes something like the destruction of the Tower of Eternity or death at the extreme fringes of existence to render a Daeva irrevocably dead. The Stigma stone is a coalescence of that Daeva’s soul—a bit of consciousness that teaches you a long-lost technique you couldn’t learn on your own. When I look to the horizon for the next set of waves, I’m thinking more about how MMOs can provide the Dungeon Master experience—how they can satisfy the latent “content creator” within all of us. Put as simply as possible, how can an MMO help me make up a cool adventure for my friends? That strikes me as a tricky beast to tame, but given time and smart minds, I’m sure we’ll get there soon. That’s what I’m holding my breath for.
Aion Powerlevel, Aion Kinah, Aion timecard
Dave: I wouldn’t hold my breath—instead I’d get to work finding the community within an MMO that can provide the in-depth, character-driven experience you crave. I think that with each passing year, MMOs are providing a player experience that stretches closer and closer to what a MUD or a tabletop RPG provides. Those character-driven communities are out there, and just as with a tabletop or MUD experience, they draw their strength from the consensual acceptance of the community, not from the gameplay mechanics. Put another way, you can take a trip far down the rabbit-hole of character immersion if you’ve got witnesses (friends, in other words) along to validate and support that experience. It’s no more or less inherently immersive than rolling dice in your basement or writing something great for a MUD.
Aion Powerlevel, Aion Kinah, Aion timecard
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