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25226: Re: [MUD-Dev] Morphable worlds, Reset based systems revisited

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From: Matt Mihaly <the_logos@achaea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 24 Oct 2002 19:46:40 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On 23 Oct 2002, Ola Fosheim Gr=F8stad wrote:

> It is quite apparent to me that a commercial MUD is most
> interesting at the time of launch where you have lots and lots of
> players at your own level to interact with. Arriving in or coming
> back to an established game is kind of lonely and discouraging,
> there is no level playfield, and everything has been discovered by
> somebody else...

Uh maybe in some commercial MUDs. Achaea was crap when we "launched"
and was not particularly interesting at all.
 
> Why not design a flexible world that allows designers to rearrange
> the entire world, gameplay rules included? Then you can massively
> improve the world and relaunch every six months...

Continuity. Given that a single change will always produce an outcry
from at least some group of players, imagine the outcry such a total
loss of continuity would cause.
 
--matt


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