[MUD-Dev] Player characters as a prey species
Matt Mihaly
the_logos at achaea.com
Tue Jul 10 08:52:22 CEST 2001
> On Mon, 9 Jul 2001, J C Lawrence wrote:
>> The game always has the bigger hammer. As such you are never
>> top dog over the world, instead the better player is variously
>> the bigger/juicier ant in the ant eater's cage.
>> The basic problem with these assumptions is that from a player
>> perspective they translate to:
>> They don't want me playing the game and will keep making it
>> harder and harder to play until I stop.
>> The challenge is then to present it as a "How far can you get?"
>> game?
>> It is implicit that you are going to eventually loose/die in an
>> arcade game. The question is how long that will take and what
>> you can/will do ITMT.
>> This would seem to be the primary problem with the prime-predator
>> model as a game fundament. Players like winning. Setting them
>> up to always lose is rarely popular. (Note: This is partly
>> cultural, especially WRT north americans).
Rarely popular? Have you ever been to an arcade? There's people all
over the place putting in quarters knowing they're going to "lose."
Am I missing something?
--matt
_______________________________________________
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