[MUD-Dev] UO rants

Vincent Archer archer at nevrax.com
Mon Aug 28 12:29:40 CEST 2000


According to Matthew Mihaly:
> Why is that important though? Take a mass of people, give them something
> to compete about. Watch how quickly they form into clear-cut teams.

That might be more interesting from a global, dynamic point of view,
but that feels more like gang warfare rather than team competition.

What happens when Joe Random Player logs in after N months of the
game's life, creates a character, and gets repeatedly PKed, as he
has no backup, no home, and "he is not our own, kill him".

Having predefined teams means you immediately have a social identity
when you log in for the first time. You already have potential allies.
You aren't the pup thrown into the wolf pen. Molesting you carry
consequences.

Speaking from a commercial point of view, I'm leery of any design that
could cause a new customer to cancel his account in disgust after
playing once or twice.

> Yeah, sad isn't it? Some of us still like a bit of depth to our games.
> Ooooh, even lamer, I read a lot more than I watch tv! God I'm lame.

I'm not watching TV for more than about 30mn a week, and buying
about 70 books a year :)

--
	Vincent Archer			Email:	archer at frmug.org

All men are mortal.  Socrates was mortal.  Therefore, all men are Socrates.
							(Woody Allen)



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