[MUD-Dev] banning the sale of items
Kevin Littlejohn
darius at connect.com.au
Tue Apr 18 11:42:47 CEST 2000
>>> adam at treyarch.com wrote
> Slight tangent, but I think it is relevant: as an arcade game developer,
> I (and most of those in my line of work) consider it to be a travesty of
> game design when arcade games don't reset the score when you continue (put
> in more money).
"Elf needs food badly!" - Questor the Elf from Gauntlet almost dead (again)
It's a tactic that works, remarkably well - again, video arcade owners
aren't keeping the games in because they're fun, they're keeping them in
because they consistently bring in the cash. If continuation == more cash,
then continuation is good.
Does this actually filter down to the game designers? It seems the MMORPG
programmers (and other computer game programmers) are brutally aware of the
commercial implications of design issues in their games (ref: someone's
"scratch any game programmer, you'll find someone disillusioned, but
looking for the next team to be the one where they get it right") - are
arcade game designers likewise writing games with a view to bringing in as
much coin as they can, or is it a different feel? Just curious...
KevinL
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