[MUD-Dev] UO rants
Matthew Mihaly
the_logos at achaea.com
Sun Aug 27 17:00:29 CEST 2000
On Fri, 25 Aug 2000, John Buehler wrote:
> > Paul Schwanz - Enterprise Services
> > Sent: Friday, August 25, 2000 4:07 PM
> > IMHO, I think that a Team(s) vs. Team(s) approach will
> > provide the best mix of cooperative and competitive gameplay.
> > Ideally, in a TvT
> > virtual world, each team will be able to maintain territory that it
> > controls.
> > This in turn can allow players within that team to select a level
> > of risk with
> > which they are comfortable--safe and boring at the center of the territory,
> > while dangerous and exciting on the front lines.
>
> I agree with the notion that players should be able to pick their level of
> danger. I have my doubts about the TvT notion. It has appeal, but can only
> be carried forward to a certain extent. If one team 'wins', what does it
> gain? Some of the resources of the losing team? Territories? Cities? How
> do we ensure that the folks interested in peacetime pursuits are insulated
> from the non-peacetime activities? Are cities a bit like poker chips that are
> passed back and forth between teams as a result of open-field combat? Are
> some other cities declared as dangerous, and that's where sieges and such take
> place? (When the technology for such things becomes available for a
> graphical, massively multiplayer context)
>
> That approach might work. If it did, then it would offer something for the
> team-oriented people as well as the more sedate crowd. If I knew who was on
> my team and who was on the other team, I'd be more of a mind to dive into such
> a scenario. I dislike not knowing who my friends are.
It does work. That's how we do things. The sedate crowd is largely left
alone, as Tess Lowe pointed out.
--matt
"He that is wounded in the testicles, or have his penis cut off, shall not
enter into the congregation of the Lord." Deuteronomy 23:1
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