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18339: RE: [MUD-Dev] Summary of PvP attempts?
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From: "Corey Crawford" <myrddin@seventh.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 12 Jun 2001 15:52:17 -0600
References: [1]
Organization: Kanga.Nu
-----Original Message-----
From: Brian Hook
Subject: RE: [MUD-Dev] Summary of PvP attempts?
> At 07:12 AM 6/11/01 +0000, --matt wrote:
>> You think that low? I bet if you just ins'otituted open PK on
>> Everquest as a whole, they would, within 20 months, lose more
>> than half their audience.
> Er, more like 80-90% I would guess, and probably within 6 months,
> since the vast majority of early EQ adopters went there because of
> the voluntary PvP participation. And I would argue that a large
> amount of the more recent EQ players aren't even aware of what PvP
> is like (i.e. they're not necessarily displaced UO/AC players, but
> instead players that were brought in by their friends).
Not to be blunt or anything of the sort, but you *can't* take an
existing design and just throw PkP (to use Lee's term, works for
me), or anything of such gravity - like Perma-Death.
One of the *main* reasons a game is good is because within the
design of the game, everything fits together. It doesn't matter that
you can fly and touch the ceiling, as long as it makes sense within
the game world itself, it will be an enjoyable part of the game (if
that was the intended purpose).
"Tacking" individual concepts onto a game that wasn't design to
interweave that concept throughout the whole game is doomed for
failure. Such is why many amateur MUDs are such poor quality, there
is no cohesion to the design.
---
Corey Crawford | myrddin@seventh.net
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