![]() Harassment is dealt with in game, and while there are occasional innuendos (people love joking about (cannon)balls - "Captain, we're all out of balls!", "well, load your own then") the environment remains fairly clean. In ship to ship combat, if the two flags are at war, it will be possible (not available at the time of this writing) to sink the other ship (a rather devastating hit to the crew), but picking on easy crews (never single players - something classically done by player killers) leads to an invincible and very difficult computer controlled ships pummeling you. ![]() One doesn't lose anything not wagered in a sword fight. Player killing is not something that happens. Drains on the economy include equipment degrading over time, hiring computer players (filling spots in the ship), taxes, shooting cannon balls, and losing to computer controlled players in battles. This economy is funded by going and foraging for supplies on far off islands and raiding computer controlled brigands. There is an emphasis upon player owned - players own clothing, weapons, ships, businesses (to make clothing, weapons, ships, and buildings). Crews have advancement up from cabin boy to senior officer (there can only be one captain in a crew) - decide how to divvy up the money from a trip and who makes the decisions (captain, captain and senior, or all officers). A player belongs to a crew, a crew belongs to a flag. Most notably, this demographic includes a substantial number of women (compared to the male dominated world of most MMORPGs).Ī clan type system (called Crews and Flags) is built into the game. All tasks in Puzzle Pirates are games (as opposed to UO above where attacking or harvesting was a matter of clicking on something and waiting) and thus much more fun.īy moving away from swords and spells to puzzles, Puzzle Pirates has been accepted by people who wouldn't think of playing Diablo but quite enjoy playing simple games. Puzzle Pirates is built on top of puzzles, similar to those found at PopCap Games or Yahoo! Games, and a few that are more classic. Player killing can be from actually killing the person the game and stealing their equipment to more a more subtle but none the less harmful of ridicule or harassment of other players in the game. One problem that MMORPGs and similar games have is player killing. Other drains could include derogation of equipment, taxes, food, potions, and anything else that is consumable. In this setup, wasted arrows were a drain, and the forest was a faucet. The issue here, is that someone had to be chopping wood (and pay $10 a month to chop wood, or other menial tasks). In such an economy, the game has faucets of resources and things that drain them - you ran out of arrows and had to buy new ones, which came from a fletcher, who had to buy wood from someone chopping wood. One of the things that Ultima Online had was a faucet drain economy. ![]() To some extent (the interface and some of the core concepts), this is what Puzzle Pirates reminds me the most of (wait! Walk away now! It is much better than Ultima Online). It was the first of the MMORPGs (Massively Multiplayer Online Role Playing Game). Puzzle Pirates strikes me as something that builds off of those and opens up multi-player online games to a demographic that typically does not play such games.īack in the day, there was Ultima Online. Most of them text based, but I've watched over the shoulder on others and have been rather aware of their comings and goings and some of the problems each have had. I've played a number of multi-player games in my days.
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