[MUD-Dev] more classes (Usability and interface and who the
Brian Price
blprice at bedford.net
Wed Oct 1 15:32:18 CEST 1997
> From: clawrenc at cup.hp.com
> at 09:44 AM, "Brandon J. Rickman" <ashes at pc4.zennet.com> said:
>
> >And why does everyone start with a weak character? In heroic science
> >fiction or fantasy characters start out with some expert skills.
>
> A couple basic reasons:
>
> It allows MUDs to more easily play off __two__ of the basic plots:
> _Man_Learns_A_Lesson_, and _The_Little_Tailor_ (man goes out, has an
> adventure, comes home and tells about it).
>
> It allows the same game to be played repetitively: Each time the
> character can advance differently.
>
> The sense of advancement provides attractive goals for players.
Do you believe a mud can be successful if it puts much less emphasis
on advancement, and much more on adventuring? Especially if
mechanisms are in place which mutate the game as it is played?
Also, what exactly is character advancement? Does not the gaining of
equipment which makes one more powerful qualify? As well as
advanced training in exotic skills? The aquisition of wealth? The
aquisition of power?
Brian Price
<blprice at bedford.net>
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