[Home] [Groups] - Message: [Prev in Group] [Next in Group]

nu.kanga.list.mud-dev

30944: RE: [MUD-Dev] Removing the almighty experience point...

[Full Header] [Plain Text]
From: "Matt Mihaly" <matt@ironrealms.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 21 Sep 2004 12:39:06 -0700
References: [1]
Organization: Kanga.Nu
HRose wrote:
> Matt Mihaly wrote:

>> Why is killing a mob in order to fulfill a quest to get xp a
>> 'good reason' but skipping the middle bit and just killing a mob
>> to get xp not a 'good reason'?

> (It was about World of Warcraft)

> A lot. Not much to your eyes because you are isolating a mechanic
> in the game that isn't isolate at all. There are a lot of
> interactions around this quest-based grind and the concrete
> results on the players are completely different. I've wrote on a
> forum a message listing all the "good" implications of the
> quest-based system but I cannot find them.

I'm not arguing there are good implications to quests. I'm just
asking why killing a mob to do a quest to get your desired result
(xp) is a good reason but killing a mob to get xp is not. If I want
xp, then I have a good reason (my desire) to use whatever the most
efficient method of obtaining xp is.

--matt
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev