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Topic ClosedWhere's the Good Versus Evil?

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Mr Damage View Drop Down
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Direct Link To This Post Posted: 04 Sep 2011 at 01:59
Factions and how they interact with the rest of us have the potential to make this game quite amazing, I would say most of us are keenly awaiting their introduction, more so than most other possible releases.
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Kurfist View Drop Down
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Direct Link To This Post Posted: 04 Sep 2011 at 02:44
Originally posted by scottfitz scottfitz wrote:

I have always liked you Kurfie, you are not evil, merely cute


/me pouts

wheres the reasoning behind that!?
Patience is a virtue, resource giving is a sin
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Direct Link To This Post Posted: 04 Sep 2011 at 08:11
Like The Dude said, when factions become active, we might get more fighting going on. I also heard something about implementing interception and tolls.

I haven't got into much fighting myself, but I still feel from the global chat and welcoming caravans that the trend is to be peaceful and help each other, at least regarding newbies.

While I understand such a world can become boring in the long term from a strategic perspective, I think it potentially brings two novel aspects compared to other games I played.

First, a focus on diplomatic negotiations rather than warring, which people can arguably still find boring because it involves more writing than clicking, but still.

And secondly, a world that seems to be dominated by the "good" people, when it's usually the other way round, with a lot of chaos going around and nice little guilds usually getting crushed or at least overwhelmed by harsh elitistic ones.

All in all, while the game may look too quiet right now, but I'm looking forward to future additions and how things might turn out given the conditions I mentioned.
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Direct Link To This Post Posted: 05 Sep 2011 at 01:05
The introduction of interception might cause many alliances to claim territories, even more than there is already LOL.

Combined with tolls and pathfinding, this might take "border disputes" to a whole new level  Nuke...

Oh, and to stay on topic....    OF COURSE those guys at OUR side of the border are the GOOD ones...Wink
(...except Kurfist, of course... He is EVIL per his own definition  Tongue)

kindest regards
Hora


Edited by Hora - 05 Sep 2011 at 01:10
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Direct Link To This Post Posted: 05 Sep 2011 at 01:16
I think we've gone off topic here.
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Direct Link To This Post Posted: 05 Sep 2011 at 01:54
...but as he's on OUR side, it's the GOOD sort evil...

/me desperatly trying to catch Kurf and integrating him into the topic Hug


Edited by Hora - 05 Sep 2011 at 01:55
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Direct Link To This Post Posted: 05 Sep 2011 at 02:06
Aww you guys do want me! :D
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Direct Link To This Post Posted: 08 Sep 2011 at 17:34
Sorry I posted this question and have been so slow to respond. These are all wonderful, thoughtful replies, and I'm glad that the thread started up a discussion. I'd just like to clarify a few things about my original post: first, I understand that Illyriad draws from other sources than just Tolkien. That being said, I would argue that good vs. evil, heroes vs. villains, aggressors vs. repellers, are all binary oppostions that are omnipresent in all of the fantasy, myth, and folklore that relates directly to this game. I think you'd be hard-pressed to find any supporting fantasy worlds similar to Illyriad that bear a resemblance to the hegemony we have here on Illyriad. 

Like I said before, the community is more like a post-war community. To use LOTR-centered theory, it's like we occupy the Middle Earth after Sauron and the ring are vanquished. Yet, at the same time, players can choose to be Orcs, who are decidedly evil (can anyone find an example in other Literature where Orcs or Orc-like creatures are forces of good? Or even neutral for that matter?)

And as some others have said here, I think there are two reasons for this. One is the social networking aspect. The fact is, if you are not at war but want to be "playing the game," one has to bide their time to wait for things to be constructed and research to be completed. The only recourse is to chat in the GC. By doing that, people forge friendships (which there is nothing wrong with that), but these new relationships come to dominate the game moreso than the game itself.

Second -- and I have a feeling that I'm going to open up another can of worms here -- but I think that the fact that the community here is somewhat tilted to being Uk/European players, I think that the post-war mentality that still permeates European cultures is ascribed here. Europe, after all, suffered horribly from war in the 20th century. WWI was called "The Great War" and "The War To End All Wars," because people could not ever imagine humanity entering into another war that horrible. Then, WWII comes along and is a hundred times worse. Millions of people killed, wounded, maimed -- and then all of the destruction. 

It left a lasting impression, and I think the effects are still felt in the current generations there. This is why Europe has become decreasingly demilitarized over the decades and has a decreasing willingness -- and capability -- to fight wars. It is completely understandable, considering what Europe has been through. And I would argue that Japan has a similar condition, thanks to having had nuclear bombs dropped on them.

As a result, I think that some players -- perhaps subconsciously -- are trying to model this sphere into a post-war world. It's just a theory, though -- I'm not saying I'm "right." What do you think? 

P.S. -- Just to add: I really do love the game. To me, it's more of an interesting academic discussion about how the community is developing here, and how the game could be improved. But all in all, I love the concept. :-)


Edited by glorfindel - 08 Sep 2011 at 17:46
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 08 Sep 2011 at 18:54
I think the lack of good vs. evil dichotomy in Illyriad's lore is the result of focusing on more realistic world-building (as many more mature fantasy works do as well).  Good vs evil is easy, and simple, while realism trends toward evil vs evil and who's really good?  Good and evil only exist as concepts of obedience to something pure and authoritatively right, and that leads into controversial religious content.

What's left is self vs others.

And there is where dichotomy does exist within the player base and the metagame.  Some, nay most players are ultimately interested in self, while few if any care for others exclusively.  Many who care for self recognize the value for self in supporting community and not chasing players away.  Thus, as with real society, we have an atmosphere of "others" built upon self--good and evil are just political labels used well outside their true meaning.


Edited by HonoredMule - 08 Sep 2011 at 18:57
"Apparently, quoting me is a 'thing' now."
- HonoredMule
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Direct Link To This Post Posted: 08 Sep 2011 at 18:57
So your saying that a majority of the community don't really care for everyone else, but has to appear to in order to stay alive?
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