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27220: Re: [MUD-Dev] D&D vs. MMORPG "complexity"

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From: "Rayzam" <rayzam@travellingbard.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 30 Apr 2003 20:34:47 -0700
References: [1] [2] <-newest
Organization: Kanga.Nu
From: "Dave Rickey" <mahrinskel@brokentoys.org>
> From: "Marian Griffith" <gryphon@iaehv.nl>
>> In <URL:news:local.muddev> on Thu 17 Apr, Dave Rickey wrote:

> In an MMO, all scarcities are artificial and the only essential
> limit on a resource (barring failed experiments such as the
> closed-loop UO economy) is the time required to gain them.

Yes, time is a limit on a resource, but there are others:

  - intelligence. I've seen some players not be able to figure out
  how to solve some content to get to the resource at the end. So
  they are limited from gaining that resource. Those that do, if
  they don't publish it on the web, also get to limit others from
  having it.

  - social network. Some resources take X number of people to get
  to.  Don't have enough people/friends/large enough guild, don't
  get to make that run and get the loot.

  - lack of social network can also be due to social skills. Can't
  play nice with others, you may be limited from gaining a resource
  via not having a group, or not being able to abide by the rules of
  a guild.

On Retro those with the most time do not have the best
equipment. Those with capable skills and either a group of friends
or a good reputation do.  Time is still required though.

    rayzam
    www.travellingbard.com



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