[MUD-Dev] Star Wars Galaxies: 1 character per server
Marc Fielding
fielding at computer.org
Wed Dec 18 10:08:11 CET 2002
[Ron Gabbard]
> There is something to be said for leaving some 'mystery' in the
> game. Being able to explore a 'forbidden' zone for your primary
> character should come at a higher price and risk than just rolling
> up a level 1 character. That is just a matter of personal opinion
> and I don't think that it's a make-or-break decision with regard
> to a MMOG design. However....
Unfortunately, I'm an Explorer with limited playtime. It's doubtful
that I will ever be able to build a character with enough skill to
penetrate a hostile city.
Yes, I understand that having a subscription doesn't entitle me to
see every corner of the game. But casual players like me are the
most profitable for MMOG companies in that we consume so little in
the way of resources. Facilitate a reasonable amount of casual
exploration, and I'll keep paying my monthly.
> Given the overall strategy/goal of SWG, (higher interdependence,
> increased downtime versus many of the newer releases, high
> socialization), SCS seems central for building a world where new
> people can enter and assimilate even after the server matures.
How is higher interdependence and SCS going to make a mature server
more attractive for a new player? Will mature characters be willing
to have their Thermocaster Mark IVs serviced by a rookie
blastersmith? I'm sure that new players will be able to perform some
tasks of use to more senior players (e.g. EQ's SOW spell), but just
like EQ, the newbie will probably need the veteran much more than
vice versa. So where's the improvement?
> I think most people agree that building friendships and socials
> bonds may be the critical element to building up an "exit barrier"
> for a player, i.e., a player with in-game friends is less likely
> to quit the game.
<snip>
> This monk could theoretically grow to level 40 without making a
> single "bonded" friend as every person with which they have
> grouped has been an alt to whom the player has low emotional ties
> (compared to their primary character).
For the casual player, in-game "friend lists" have a great deal of
turnover. Keeping up with hardcore friends and scheduling playdates
with casual ones is an exercise in frustration. Thus the "friendship
as exit barrier" concept mentioned above only really applies to
non-casual players.
-Marc
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