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25116: [MUD-Dev] Myst Online article at ferrago.co.uk

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From: Kent Peterson <urquan@rocketmail.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 21 Oct 2002 09:12:28 -0700 (PDT)
Organization: Kanga.Nu
http://www.ferrago.co.uk/story/642

How in the world do you make Myst into a MMOG?

  "There will be no emphasis on statistics or progress in the
  traditional role-playing style. With the focus on discovery of new
  people and new worlds, Cyan have made the decision to keep the
  game fresh with constantly evolving worlds' new content updates
  for players to explore."

Oh.  Hm.  But players are tremendously, tremendously efficient at
solving and exploiting new areas within days of their going online -
usually it's more a matter of hours, not days.  How do you keep it
being an "explorer" game, so that the majority of players can still
find and explore truly NEW areas, while still having the explorable
areas be interesting and WORTH exploring (as opposed to vast tracts
of randomly generated uninteresting wilderness)?

  "Cyan's plan of not only weekly but almost daily additions to the
  game world seem very ambitious."

Uh, yeah, right.  


=====
Kent Peterson                    urquan@rocketmail.com

"... there was always a minority afraid of something, 
and a great majority afraid of the dark, afraid of the
future, afraid of the past ..." 
               - Ray Bradbury, _The Martian Chronicles_
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