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26563: Re: Brand Loyalty (was Re: [MUD-Dev] Requirements for MM(wasComplexities of MMOG Servers))

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From: "Caliban Tiresias Darklock" <caliban@darklock.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 23 Jan 2003 14:45:18 -0800
References: [1]
Organization: Kanga.Nu
From: "Damion Schubert" <damion@zenofdesign.com>

> So I guess I'd say the opposite- equal characters makes player
> skill more important.  You just need an axis to compete on which
> isn't character growth (PvP, Realm battles, whatever).

I'd have to agree here. One of the major things I'm concerned with
is the ability of a player to take skill learned playing one
character, and apply it immediately to another character -- not by
handing the character free stuff, but by making the *knowledge* of
how to play more important than the actual time spent playing. Very
few games currently do this.

The major problem with this approach is that new players tend to
have a large hurdle to get over, and I think this sort of game
appeals primarily to the kind of person who enjoys problem-solving
and learning new things. That would probably tend to skew the
customer base rather dramatically.



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