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29638: Re: [MUD-Dev] Playing catch-up with levels
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From: Lars Duening <lars@bearnip.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 23 Apr 2004 19:14:47 -0600
References: [1] [2] [3] <-newest
Organization: Kanga.Nu
On Apr 22, 2004, at 4:52 PM, Vincent Archer wrote:
> According to jfreeman@soe.sony.com:
>> I think it's not even close to being done, and possibly here to
>> stay. Players migrate to it, even when given a pure free-form
>> skill system. They make "fighters", "mages", "clerics" and
>> "thieves" out of whatver system you give them. Regardless of the
>> genre.
>> You try to give them more and different... and they work-around
>> your "obnoxious designs" to get back to what they really want:
>> classes.
> Then why not work with that? Take the best of both worlds: a full
> freeform skill based system *with* classes and level?
Actually I was just thinking the same.
I have noticed that whenever I play a CRPG[1] I tend to select one
of the pre-made templates because this way I can get into the actual
gameplay quicker. If you're not a Min-Maxer or have a particular
role in mind, templates/classes/archetypes are great timesavers;
especially when you don't know yet the full consequences of your
skill choices.
Having the possibility to change my class through my gameplay as you
describe it would be the icing on the cake.
[1] Which doesn't happen very often - for the same reason I don't
play MMOGs.
--
Lars Duening; lars@bearnip.com
GPG Key: http://www.bearnip.com/lars/lars-duening.gpgkey
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