Re:Ultima Online spent years developing a system that was de...
by Raph_Koster on Sunday December 23, 2018 @10:59PM
(#18750233)
This and many other experiments were tried in the MUDs and early days of MMOs. The idea of denying services to those who killed a lot worked pretty well on many UO player-run shards.
I wonder if social pressures could somehow be codified into a game. If someone goes around killing all the players then maybe none of the vendors will want to do business with that person or something? Though I'm sure there are ways players could still explain that and I'm sure people who have spent a lot more time thinking about MMOs than me could explain why that wouldn't work