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28777: RE: [MUD-Dev] Removing access to entertainment

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From: Daniel.Harman@barclayscapital.com
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 9 Dec 2003 16:02:35 -0000
Organization: Kanga.Nu
From: John Buehler [mailto:johnbue@msn.com]

> Exactly.  So don't put exploration experiences beyond the
> dragon. This is the very point of game design that I'm trying to
> pursue. That if we *ignore* the notion that an entire game is only
> one type of entertainment, then there must be a mix of
> entertainment types in that game.  If that is true, and if players
> tend to focus on one entertainment type at a time, then I assume
> the following:

So are you voting for 2 dimensional dragons then? ;) Even if the
dragon lives in a small cave, explorers will moan that they can't
safely walk around it.

More fundamentally, if you have a game predicated on advancement, I
don't see how you can offer all content to people who opt out of
that advancement.  Its just fundamentally incompatible. Aren't we
just rehashing the thread a few months past where we had similar
arguments for & against ghost modes?

Dan?
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