Quote:
Originally Posted by DreamRunner
However how is there any profit for loving your children? Simple there isn't.
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That's maternal/fraternal instinct, not kindness.
The profit lies in survival of the species. For humans, being good to children will produce strong offspring that can survive in the world. But humans are resilient, and can survive even without that (harsh reality).
For some animals, strongest child kills all of its siblings, since that means more food from parents. In that case, not being kind ensures highest survival chance. For yet others, strength lies in the masses. Turtles, for example. Hundreds per nest, one or two will survive. Parents aren't involved, it's luck of the draw.
In MMOs, things are really trivial. If you want kind community, make players strongly interdependent. GW sorely lacks any hint of that, and so the community has no need for kindness. Due to large community social spheres cannot form, since whomever you meet today, you'll almost certainly not meet again - even if you want to, the game will make it hard.
The reason most other games have shards limited to 2000-4000 concurrent players isn't solely technical. This size is ideal for forming social ties. Even if the world seems large, it's small enough to keep people together, since they'll invariable run into each other over and over. Something which doesn't happen in GW due to large number of alts and incredibly isolated world.
The only viable comparison is EvE, and there, corporations are everything. If you don't get involved in one, you stand no chance. And once you do join one, you'll be part of that social circle, and little more.