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25036: RE: [MUD-Dev] Re: MUD-Dev Storytelling in MMOGs article
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From: "Poe, Lawrence" <lpoe@soe.sony.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 20 Sep 2002 15:49:58 -0700
Organization: Kanga.Nu
Jessica Mulligan wrote:
> He seems to fall into the common trap of many inexperienced MMP
> designers; he seems to feel he has to ram a story down the
> player's throat by providing a beginning, middle and end. In
> other words, the designer as controller and the player as
> follower.
What exactly constitutes being an experienced Massive Multiplayer
designer?
The genre has not been around that long, and very few designers have
actually worked on a successful Massively multiplayer game. Some
people like being force fed a story, some don't (myself included)
But I still think it's too early to tell what the mass market
wants/will be happy with.
> That doesn't work very well in these games, certainly not as well
> as empowering the players to create their own content.
I've yet to see player generated content work in a commercially
successful MMO, yet I always hear people refer to it as the holy
grail. What am I missing here? I'm not saying that empowering the
players to create their own content isn't a good thing. I just feel
that it is currently an unknown and far from being the be all end
all of MMO's
Lawrence
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