[MUD-Dev] Multiple Character Races
ghovs
ghovs at plex.nl
Tue Feb 27 15:04:36 CET 2001
On Tuesday 27 February 2001 01:37, John Bueler wrote, among other things:
> 2. Players do not like to be required to restart the game
> experience with a new character. Having the opportunity to create
> a new character and find entertainment should be possible, but
> being required is not desireable. As an example, classes. It is
> an irrevocable decision on the part of the player that may not
> match their actual entertainment goals. As another example,
> Asheron's Call's skill points system. Irrevocable decisions at
> character creation time. This assumption weighs particularly
> heavily when we talk about multiple character races.
Consider that a lot of MUDs thrive while they work with permadeath.
Apparently, some players don't mind having to start over again.
Also, I will often just start out a character, realize all the mistakes I
made, and then start a character I'll care about.
> 3. The character in the game world are completely flexible. The
> characters adapt to whatever entertainment the player pursues with
> the character. This is the opposite of having classes. I want to
> permit as many hybrids as possible. The immediate reaction I get
> to this idea is that all characters will become completely
> homogeneous, with one 'best' combination of skills. The counter
> to that is point 1 above: multiple experiences. If there is a
> spectrum of experiences to be enjoyed, then players will pursue
> their specific mix of entertainment and their character will adapt
> to that mix.
Finding out what race/class combination satisfies me best is part of
the exploration of a game.
>Visit the magic dingus and WHAMO, you're an elf.
This statement brightened my day considerably. I'm also tempted to
call my next elf Whamo.
> It may also be the simple answer of: players. When I have multiple
> races, I have more players because that's what players immediately
> expect from these games.
it's the choice between a simple plain blue bouncy ball or a
transparant one with shiny thingies in it. Both are fully functional
bouncy balls, but only one of them looks good.
> Note that if different races do *not* have an impact on gameplay and
> they are truly only visual effects, why bother? Why not go with all
> humans and put the graphics team on the problem of human body types
> and facial structures, permitting greater depth of the human
> experience instead of the breadth of the multi-race experience?
It's certainly true that replacing races with different kinds of
humans works just as well, RP-wise. It's really very much a matter of
preference, and not functionality.
rgds,
ghovs
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev
More information about the mud-dev-archive
mailing list