Berkeley CSUA MOTD:Entry 29029
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2003/7/14-15 [Recreation/Computer/Games] UID:29029 Activity:nil
7/13    Real Life, Reviewed by Gamespot:
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csua.org/u/3m6 -> www.gamespot.com/gamespot/features/all/gamespotting/071103minusworld/1.html
Featuring believable characters, plenty of lasting appeal, and a lot of challenge and variety, real life is absolutely recommendable to those who've grown weary of all the cookie-cutter games that have tried to emulate its popularity--or to just about anyone, really. In one of the stranger design decisions in the game, for some reason you have no choice in determining your character's initial starting location, appearance, or gender, which are chosen for you seemingly at random. However, over the course of your character's life, you have tremendous opportunity to customize and define a truly unique appearance for yourself--not only can you fine-tune your hairstyle and hair color, but you can also purchase and wear a seemingly infinite variety of clothing and influence your body type using various in-game mechanisms. For example, if your character exercises frequently, you will appear fit and muscular. You may also choose from a huge variety of tattoos and body piercings, and later you can even pay for cosmetic surgery, though this is expensive and there's a small chance that the operation will backfire. At any rate, real life offers a truly remarkable amount of variety in determining your character's outward appearance, and this depth isn't only skin deep. The only problem is you're relegated to playing as a human character, though the game does randomly choose one of several different races for you (which have little bearing on gameplay and mostly just affect appearances and your standing with certain factions). The gameplay itself is extremely open-ended, though it's structured in such a way that you'll have a fairly clear path to follow when you're just starting out. Real life features a great system whereby newbie players will automatically be guided along through the early levels by one or more "parent" characters who elect to take newbie characters under their wing. This is a great system, as these older, more-experienced characters reap their own benefits from doing a good job of guiding the newbie character along. The system does have some problems, though--sometimes you'll encounter "griefer" parents who shirk their responsibilities or, even worse, seem content to harass newbie players. Such a situation could, in theory, irreparably damage your experience in real life. Fortunately, chances of this are relatively slim, as a harsh punitive system is in place to prevent the vast majority of players from experiencing or engaging in this sort of behavior. Typically, a character will learn of the numerous viable career paths available by undergoing schooling. This can be a long and tedious process, equivalent to the sort of "level treadmill" monotony that characterizes almost all MMORPGs. Nevertheless, many players do manage to enjoy themselves in this phase, especially if they band together--real life definitely rewards players who join groups, though soloing is certainly an option as well. At any rate, through the schooling process, as you engage in various activities, you eventually settle on a career path, and this is when you can start making a good amount of money and really taking matters into your own hands. There are a few known exploits for making money, but generally the game's financial system is well balanced, complex, and rewarding for those who put forth proportionally more effort. You can use money to acquire new and better clothing, your own custom housing (a tremendous variety of options are available here as well), and new means of transportation ranging from bicycles to automobiles and beyond, and you can even employ other players and some non-player characters to do your bidding. Most notably, certain actions in real life are necessary and yet require a considerable amount of expertise to perform, or are simply boring. Additionally, even if you do have expertise in a field, that doesn't mean you can perform a given task for yourself--in this way, real life encourages and even forces player interaction, so those who prefer to go solo might find themselves in a bind at times. For example, even if your character specializes in dentistry, that doesn't mean you can perform a root-canal operation on yourself. Fortunately, dentistry is one of many lucrative professions in real life, and its practitioners can easily afford to pay for the various required maintenance tasks, freeing up their own free time for more-interesting activities. One issue with real life is that it gives you very little specific feedback on character advancement. To give a couple of examples, a highly proficient player might receive a sudden pay raise or might become a champion boxer, but there's no clear way to tell exactly how smart or how strong you really are. Cleverly, there are in-game ways of at least getting a sense of these and other key attributes. You may attempt to lift weights to roughly determine how your strength compares with that of other characters. Various tests are available to gauge your overall intellect and expertise and knowledge in a variety of fields, though annoyingly, you need to pay a considerable fee to take some of these--and if you fail, often you aren't allowed to retake the exam for a while, or sometimes at all. The game's player-run economy and well-balanced career system are extremely well done, but similar to what's found in other games. On the other hand, a particularly innovative aspect of real life is the way it forces you to gain certification to use certain objects. This feels much less contrived than the level caps or class restrictions found in other games (there are no "levels" or "experience points" per se in real life), and it also prevents players who "twink" money from their parents from automatically getting access to all the best facilities and equipment--though it's certainly true that players of good parentage have an inherent and arguably unfair advantage. Nevertheless, it's standard practice to have to qualify for certain professions, to engage in certain activities, to use certain equipment, and so forth. For example, even if you've become certified to drive a motorcycle, that doesn't automatically qualify you to drive an automobile. This example is evidence of some of the amazing depth offered by real life--there are so many different options and viable decisions for a character to make that it's just about impossible for any one character to see everything and visit all the colorful and sometimes dangerous locations. Unlike in other MMORPGs, combat actually isn't a major factor for most players in real life, though players are bound to engage in a few skirmishes early in their lives. Interestingly, though, real life does offer an amazingly intricate combat system, featuring complex hand-to-hand and ranged combat options that a character may learn and even specialize in. That being the case, you'd think more players would be drawn to combat in real life, and in some territories, they are. That's on account of the game's very strict death penalty and punitive system--you may freely attempt to harm or kill any other player at any time, but you will then likely be heavily punished by the game's player-run authorities. The punitive system has loopholes and other problems, allowing certain players to elude punishment and continue to engage in various player-killing activities. But for the most part, real life does a good enough job of making the punishment fit the crime, as it were, so in most regions there's a relative sense of order. Player death is a serious issue in real life, and cause for continued debate among players, who often direct unanswerable questions on the subject to the game's developers, who are apparently (and understandably) so busy that they generally keep silent. In short, players who die--at the hands of other players, by the occasional environmental hazard, or when their account expires--are essentially removed from the gameworld and apparently cannot return at all. This further discourages players from engaging in PVP combat, but it does help real life's rapidly growing player population from getting too out of hand (though eventually there will be a need for additional...