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    <p>History shows that any feature that allows players to interact on the meta level will be abused beyond what possible good it might serve. </p> <p>Perhaps it is possible to have the players agree beforehand on a "game plan", like "4x 4 hours on consecutive days" or "3x 5 hours on wednesdays". </p> <p>The problem seems to be largely identical with WoW Raids: Get X players together to do something realtime-ish, which is longer than typical game time on one day, with multiple sessions within one week. This of course involves a leader role, hot seats, saving to a spot etc. This is hard enough to do, and all these people are working together!</p> <p>If someone sees they´re off to a bad start on the first 3 hours, how can you expect them to come back to suffer 12 more hours? Well, have the quitter lose? This means collusion, you win one for me, I win one for you. (2 players win one each in 6 hours - much better than playing it through)</p> <p>All of this has been thoroughly tried. If there is a way to break the game by cheating, people will do that. Especially when it is PvP. </p> <p>Successful multiplayer games either have engagements that are short enough (less than one evening), or that are clearly interruptible (stages reached), or arent realtime. Sadly, I see no way around this malady. </p> <p>Long story short: I dont think a 15hr PvP RTS even makes sense. For a single player, it means being better than a fixed quality computer opponent. You try, you learn, you beat it eventually. PvP, it means if you are 1% less efficient in the first 5 mins, against an equally skilled opponent, you will definitely lose in the end.</p> <p>A Games value is measured in pleasure per hour. </p>
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