Under a previous post Lost asked the question:
The real question/debate could be in evaluating each system on their own merits for the entertainment value of the player (which I attempted to touch on in my â€œRMT and game designâ€). While there certainly does need to be a â€œspeed limitâ€ to protect parts aspects of the game, such as the economy, are we trying to build a road with speed bumps or a 50 degree incline mountain road to climb? What value does long crafting/item creation times add to the entertainment value of the player? While it could be debated that it adds realism value, but that is hard position to support when the time it would take to make a sword in the real world would be much longer (even when converted into accelerated game world time).
This is a good question and I’ve had to spend some time thinking about it. (more…)