[MUD-Dev] PvP Systems
Jake Song
jake at ncinteractive.com
Wed Feb 7 15:25:36 CET 2001
> -----Original Message-----
> From: John Buehler [mailto:johnbue at msn.com]
> Sent: Wednesday, February 07, 2001 10:52 AM
> To: mud-dev at kanga.nu
> Subject: RE: [MUD-Dev] PvP Systems
> You make mention of newbie peasants and kings. I'm assuming from
> your statements that the king is a player. In a game of my
> construction, no player becomes king. I don't believe in the
> desireability or viability of having players assume significant
> roles in the world order. It promotes excessive gaming and gives
> too much power to players. I'm of the opinion that gamemasters are
> the ones with the vast majority of the power in the game world.
> That must be so in order to ensure that some coherent form of
> entertainment is available to the overall playerbase.
There are goals in most single player games. It would be
good to have a goal in MUD. It would be better to have a goal
which is team oriented rather than personal one.
For example gathering and organizing a bunch of people
and conquering a kingdom is more fit to MUD type game as a goal
than becoming a high level character or solving puzzles which
is solely personal.
Becoming a king would be worth for a character to devote
his life compared to chatting, wondering around, fishing, weapon
smithing, etc. Another worthwhile goal to devote a life would be
aquiring his/her true love?
How much power the king will have is a different subject though.
Jake
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