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30318: Re: [MUD-Dev] Level Grind - alternative

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From: "Ola Fosheim Grøstad" <olag@ifi.uio.no>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 30 Jul 2004 18:56:41 +0200
References: [1] [2] <-newest
Organization: Kanga.Nu
"Sean Howard" <squidi@squidi.net> writes:
> "Corey Cauble" <ccauble@pacblue.com> wrote:

>>   1: Has anyone considered having multiple paths for game play?
>>   One catered to the hardcore gamer and another for the more
>>   casual?

> Only every game designer of every game ever made. The problem is
> that a multiplayer game is by nature competitive (if even just in
> who has a bigger sword than who), and those that dedicate
> themselves to the game will be bigger and stronger than those that
> don't. This rift causes tension. One side says, "I don't want to
> play as much, help me out" while the other side says "I worked 470
> hours for this sword. You want it? Go work your own 470
> hours". You can't give handouts to one side and not the other
> because everyone will migrate to the side which requires less
> effort to get farther.

Maybe every game designer considered it... but they certainly didn't
implement it, and if they implemented it, then they certainly didn't
follow it up in patches and expansions...

Games aren't designed by dabblers...

If more effort was spent on identifying play-styles then you could
certainly cater for a bigger market by providing different caps and
advantages. Just set your mind to it and you'll find lots of ideas
not really utilized in the big games, at least not very
visible. E.g. even simple ideas like time-caps might work for casual
players (gain XP twice as fast, but not more than N XP per week).

--
Ola - http://folk.uio.no/olag/
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