Limiting rewards was RE: [MUD-Dev] Interesting EQ rant (very long quote)
the_logos at www.achaea.com
the_logos at www.achaea.com
Tue Feb 27 20:52:51 CET 2001
On Fri, 10 Mar 2000, S. Patrick Gallaty wrote:
> ----- Original Message -----
> From: "Brian Hook" <bwh at wksoftware.com>
> To: <mud-dev at kanga.nu>
> Sent: Sunday, February 25, 2001 9:58 PM
> Subject: Limiting rewards was RE: [MUD-Dev] Interesting EQ rant (very long
> quote)
>> Another key reason is that it unfairly punishes someone who may
>> have completed an ostensibly very difficult quest without the
>> assistance of others. Then you'll find those players that want to
>> complete the quests "on their own" going to other on-line resources
>> to figure out what quests HAVEN'T been solved just so that they can
>> actually do something and feel like they've received a reasonable
>> reward when it's done.
>> In general, scaling rewards based on a macro-analysis of trends
>> ends up working in general, but it does hurt those that, for
>> whatever reason, don't fall within the group that the
>> macro-analysis is trying to control.
> I disagree strenuously.
> Macro-analysis builds a false case that ignores individual
> experience, and leads to gross mistakes in design. The player
> population isn't a forest, it's trees. Treating it as a forest both
> devalues and disregards the important element, the player
> experience.
Absolutely. People are individuals, not groups. There was a good
little article on this within the last 2-3 months of Game Developer. I
tried finding it on Gamasutra, but alas, ran out of patience with the
site. Can anyone point me to the article I'm talking about?
--matt
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