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28173: RE: [MUD-Dev] ghost mode (was Re: SW:G)
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From: "Vladimir Cole" <vladimir_cole@yahoo.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 10 Sep 2003 08:53:32 -0400
References: [1]
Organization: Kanga.Nu
Amanda Walker wrote (really this time!):
> People love spoilers, but the existence of travel [guidebooks]
> doesn't make travel any less interesting or useful...
But guidebooks make travel more *efficient* (especially the theme
park guide books) and that's the problem with spoilers. They
accelerate the advancement of subscribers through your available
content, and that will increase subscriber churn.
Ghost mode in Everquest would speed guild advancement at an
incredible rate. Game encounters are designed with built-in wipes
that help designers pace the consumption of content.
Ghost mode would be devastating to top guilds because it would
expose tactics and information that they had sole access to
previously.
Even in a game like There ghost mode could be detrimental if it
obviated the need for jet packs, hoverboards, or other revenue
generating toys. Ghosts in There would have to be slow-moving and
have their z-axis movement restricted. In Everquest, the list of
ghost restrictions would have to be extreme in order to protect
designer and player interests.
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