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22859: Re: [MUD-Dev] IF/MUD Gameplay Ideas
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From: shren <shren@io.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 12 Jun 2002 12:47:05 -0500 (CDT)
References: [1]
Organization: Kanga.Nu
On Wed, 12 Jun 2002, Opacic Patrik wrote:
> 1. The primary goal must be reachable, it should by no means be
> withstanding or everlasting.
> 2. The means to achieve the goal should not simply be a matter
> of obtaining some known prerequisite accumulation. The idea is
> to not guarantee the characters success, preferable without
> adding random elements in to the formula. This is a good place
> to insert some human factors, i.e. the character can be
> president by gaining the majority of the votes from the other
> characters.
> 3. Deriving from opinion 2. the game should provide multiple
> means to achieve the goal in order to satisfy players with
> different strategies.
> 4. In order to keep the competition from growing to strong, the
> mud can have multiple goals.
Good goals emerge from complex systems, IMO. The goal, "Stop
thievery in fooville" in traditional mud means killing all the
thieves. If fooville is a complex system, with crime being the
formation of criminal syndicates as a result of poverty, then you
can improve the lives of the poor, assassinate the guild leader,
kill all of the thieves, or form a town guard, all to solve the same
problem.
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