[MUD-Dev] Game Economies
Marian Griffith
gryphon at iaehv.nl
Fri Jun 11 21:56:32 CEST 1999
In <URL:/archives/meow?group+local.muddev> on Thu 10 Jun, Koster, Raph wrote:
> UO's original design used exactly that sort of artificial life system. The
> issues we found:
> 3) It was a lot harder to balance that it seemed, because of the tendency of
> players to simply eradicate everything. Emergent behaviors don't emerge if
> the average lifespan of your wofl pack is ten minutes. Players hunted
> everything to extinction--but if we merely increased the numbers to try to
> make populations more resistant, then the game became too
> difficult/dangerous--plus too expensive CPU-wise. And extinction was all too
> readily achieved.
I am not sure if this is desirable but one way to prevent extermination
of all wild-life in a game, is by planting players formly at the lower
half of the food chain. If there are plenty of predators who can take
out a player then without a problem, then players are less eager to go
out and kill indiscriminately. This may not be a solution for UO though
as that game seems to, to a large extent, focus on killing in order to
gain.
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey
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