Item handling (was: [MUD-Dev] Advertising Thread)

Jeff Lindsey Jeff at nextelligence.com
Fri Aug 16 13:53:06 CEST 2002


Kristen Koster wrote:
> On Thursday, August 15, 2002, at 11:38  AM, Russ Whiteman wrote:
 
>> I don't want you to feel I was attacking you, your design, or the
>> game...it was just a perfect example to me that having designers
>> who -are- familiar with the MUDding world doesn't mean the game
>> design is going to be perfect.  And, conversely, having a good
>> (or bad) game design doesn't necessarily mean that the game is
>> going to do outstanding well (or poorly).  As much as I hate to
>> admit it, marketing appears to be the king, when it comes to
>> making a hugely successful game...

[big snip]

> I think the way the game turned out despite the internal politics
> of the "team" structure and how it has evolved since it opened is
> amazing.

I still think UO was the most ambitious of the graphical MMOGs, and
more or less exceeded player expectations from the getgo. Even now,
no games come anywhere near UO's handling of items and containers.
Perhaps coming from the UO camp, you can answer this - why did all
post-UO games shy away from the container/nesting system? Too heavy
a toll on the servers? One of the big immersion factors missing from
games like DAoC and EQ is that tactile facet of a player's
possesions and physical environment.

-Jeff

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