[Home] [Groups] - Message: [Prev in Group] [Next in Group]
20281: [MUD-Dev] Community feeling (was: To good to be TRUE, in an MMPORPG?)
[Full Header] [Plain Text]
From: "Alex Kay" <yak2@iprimus.com.au>
Newsgroups: nu.kanga.list.mud-dev
Date: Sun, 29 Jul 2001 16:12:36 +0800
References: [1]
Organization: Kanga.Nu
----- Original Message -----
From: "Dave Rickey" <daver@mythicentertainment.com>
> Basicly, we're going to need some kind of major breakthrough to
> get cohesive community past the 150 player mark. Scale alone
> isn't going to deliver it (unless "Guns, Germs, and Steel" is
> correct, and just making a 50,000 player gameworld will tip us
> over some magic boundary).
I've been playing AO a little, but having trouble getting 'into' it
for some reason. One conclusion I'm coming to is that there is no
sense of community. Maybe this can be attributed to it's youth or
currently buggy state. However, I believe the following points are
also playing a large part;
1. One 'server' with a large (10,000+) population - This sounds
good in theory, but in practice...
2. No visible names, so no immediate recognition of others - PC
appearance needs to be more visibly unique for this to work.
3. No 'fixed' dungeons to explore & have a shared experience - and
that doesn't mean having to be in a group either.
4. Rewarding, individual quest dungeons - you aren't going to meet
anyone in there.
The whole thing feels very impersonal, and you often feel your
playing a single player game. Despite EQ's flaws, and my tendancy to
play 'solo', I rarely experienced this feeling...
It's funny, because before experiencing them for myself, I was
in favour of those points above. A case of 'careful what you wish
for' it seems.
Alex
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev