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25824: RE: [MUD-Dev] Retention without Addiction?
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From: "Damion Schubert" <damion@ninjaneering.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 13 Dec 2002 18:17:16 -0600
References: [1]
Organization: Kanga.Nu
From: Marc Fielding
> Well stated. A designer must select from among competing
> "realities." Is it better a)to wait in line at a monster spawn or
> b)to be given your own copy of a dungeon? Both are valid design
> concessions.
My suggestion would be: kick people out of their patterns. Reward
players for how many different monsters they kill. Give players
different goals. Nudge them to go towards empty areas. Only reward
them for the first dragon they kill that day.
There are a near infinite number of ways to fiddle with the rewards
(advancement and loot) so that you're encouraging exploration and
diversity of activity instead of waiting in line for 12 hours to
kill the same thing you killed yesterday.
--d
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