[MUD-Dev] characters per account
Paul Schwanz - Enterprise Services
Paul.Schwanz at east.sun.com
Fri Apr 7 14:48:49 CEST 2000
Randy Said:
> Actually, I'd like to see a set of reasons for even _attempting_ the goal of
> one character per player.
I see only one reason for _encouraging_ one character per player, whether
through game design or otherwise. You alluded to it in your post: increasing
character investment.
> I personally think that "beefing up" reputation systems for
> characters/identities (increasing character "investment") is the way to go
> for making stronger social systems, and it would go a long way (as a
> _side effect_) to reducing the character/player ratio.
How do you see better reputation systems resulting in increased character
investment?
I'd like to hear more on ideas for a beefed up reputation system. I think the
most challenging obstacle to a player run justice system is the incredibly
transient nature of characters. The reputation systems that I've seen
implemented appear to have as their goal a method for making a character's
actions more persistent (i.e. their previous actions linger as an aura). I think
this is the right goal, but I'd personally like to see it done in a more
realistic (where realistic=intuitive) way. I think that a simulated
word-of-mouth reputation system could be intuitive and fun.
The _currencies_ of an MMORPG are health, wealth, information, and power. Most
significant actions involve some type of exchange of one or more of these. The
actors either give or take in these basic areas. I can envision a relatively
simple reputation system where a character "observes" significant actions on the
part of other characters and then "talks" about those actions with other
characters as he goes about his daily routine. Each charcter has a list of
other characters about whom they have information, either "seen" or "heard."
Actions are accumulative so that, over time, a significant picture forms as to
other characters and the values demonstrated by their actions.
I can also envision a somewhat "beefier" system where a character's own values
are taken into account when evaluating the actions of others.
Are there any others who have thoughts on this? Is there any interest in more
details on what I have in mind?
--Phinehas
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"All things are lawful, but not all things are expedient."
Paul E. Schwanz, II (a.k.a. Phinehas)
Email: paul.schwanz at east.sun.com
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