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18649: RE: [MUD-Dev] On socialization and convenience

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From: Daniel.Harman@barclayscapital.com
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 22 Jun 2001 10:37:06 +0100
Organization: Kanga.Nu
From: Alex Kay [mailto:yak2@iprimus.com.au]
> From: <Daniel.Harman@barclayscapital.com>

>> I don't see any easy way to keep the conflict interesting
>> however, as almost certainly one side will 'win'. Then the
>> underdog is probably unable to ever fight back without gm
>> intervention which would definitely make the victors feel
>> cheated.

> Anarchy Online claim to have a four year story planned, at which
> time one of the warring parties will be victorious.
 
> I assume it will be either the Clans or Omni-Tech, but there's a
> third Neutral faction and many other smaller players no doubt,
> plus possibly other galactic players could be introduced.
 
> I will be most interested to see just how dynamic a world Funcom
> have created on Rubi-Ka.

My comment wasn't directed at Anarchy Online, it was more aimed at a
'zone domination' themed MMORPG (something I've wanted to implement
for a while).  Anarchy Online avoids the issues somewhat by having
hard coded city factions. There is no way the rebels can capture
Omni 1 without developer intervention.

A fully dynamic world strikes me as more fun, but potentially hard
to keep interesting if one side takes control of all the cities.

Dan

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