[MUD-Dev] Star Wars Galaxies: 1 character per server
Michael Tresca
talien at toast.net
Wed Dec 18 12:04:15 CET 2002
Freeman, Jeff posted on Tuesday, December 17, 2002 12:17 PM
> There are two distinct, incompatible playstyles at odds here:
> -- The first group are the players who roleplay a variety of
> characters depending on their mood. This is also the camp into
> which powergamers fall: Who don't *want* a character who is good
> with a blaster, great with a chef's apron and handy with a whip.
> They want three distinct characters that they level-up from
> awful to deific: The Blaster Guy, The Chef Guy, The Whip Guy. I
> think the more hardcore a gamer is, the more likely they are to
> fall into this group, prefering Multi-Char Servers.
> -- The second group are the players who pretty much just play
> themselves. Every game they play, every character they play, is
> always the same guy, and probably uses the same handle that they
> post to message boards and newsgroups with. They don't want
> three distinct characters, they just want the one guy, with a
> variety of skills to suit their one and only personality. I
> think the more casual a gamer is, the more likely they are to
> fall into this group, prefering Single-Char Servers.
To tweak this slightly, the second group isn't necessarily always
just playing themselves. That implies they're playing RL personas.
I'd say, "they invest heavily in a character" which means it could
be a role-player or Bob who calls his character Bob and talks about
his real life.
> Mixing the two mostly sucks for the second group. Their one
> character has a third the total skills as the guy playing three
> characters. Using a skill system: Their one character isn't as
> good at Anything as the guy playing three characters. The MCS
> players enjoy more "diversity" as individual players, but at the
> expense of seeing as much diversity in-game: Because their
> min-maxing boils your skill system down to what is essentially a
> class-system.
BINGO. Design flaws certainly account for some of the problem.
> Allowing multi-char doesn't disallow single-char, but it
> definitely penalizes the single-char playstyle, for the reasons
> listed above.
Right. Multi-char style harms single-char style.
> Raph listed lots of the developer/business-side arguments for one
> vs. the other, but the players don't care about that stuff so
> much, I don't think. I think as far as the players are concerned,
> they just flat prefer one playstyle or the other: they're arguing
> the benefits of their playstyle over the other (which mostly boil
> down to "I prefer my playstyle, thx").
As a designer, can you say "your playstyle isn't valid on my game?"
I think you HAVE to, or the playstyles will always follow the same
GOP (i.e., multi-char) path every time.
Mike "Talien" Tresca
RetroMUD Administrator
http://www.retromud.org/talien
_______________________________________________
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