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13323: Re: [MUD-Dev] Justifying twinking

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From: "Hess, Ian W {Ian}" <ihess@lucent.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 21 Apr 2000 10:01:45 -0700
Organization: Kanga.Nu
Todd McKimmey wrote:
<snip>
>"That's onegoal that we're attempting to achieve with SushiMud --
characters will start
> at a power level somewhere equal to about level 5 or so on most stock
dikumuds. In
> the end, however, a newbie played by an experienced character is always
going to feel
> like a newbie and relatively powerless given their experience."
<snip>
Unless you have a method for the "level one Diku character" powerlevel to be
apparent to
the players, I think you run the risk of merely have a short period of happy
players before
 their expectations adjust, and a beginner character is becomes
uninteresting again.  I'm
wondering if this happens because players will only kill so many rats before
it becomes old
hat, and would rather experience a richer "mid-game" scenario that is more
attractive by
virtue of a greater variety of things to do, more interesting combinations
of abilities, or simple
character uniqueness. 

Instead of moving the starting point up, how about offering a different
approach to beginning
a character, perhaps quests, training scenarios or somesuch that are only
available to 
return players or new players who can figure out a difficult puzzle?


Ian Hess





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