Well, in most games, you got a value system to tell "I've won / I've lost"
Though in an EQ vid' game I'm not sure at all it would be relevant,
Â Â there MAY be some (unusual) values adopted :
Earned value when (highest first) :
. Keeping the tribe safe ( "The tribe comes first !" )
. Keeping the cubs out of harm ( "My cub is hurt !!" )
. Avoiding life losses (or even severe wounds)
. Bringing enough meat to survive (Ember's problem in the plains)
. Establishing better social relationships in the tribe
On the contrary, the player should lose value
Â Â when NOT accomplishing such feats
Â Â but also when :
. Unduely destroying resources (preys, tools, leather...)
. Unduely risking lives (remember Bearclaw's reckless atitude...)
. Not maintaining a good group cohesion,
Â Â be it on a dynamic session (like a hunt) or the everyday life (social)
As I stated before, Wolfriders do NOT build or earn or give :
Â Â they HUNT, HOWL and SURVIVE, and simply SHARE !
But is it compatible with a console (or PC) game !?
Your points on it ?