[MUD-Dev] Star Wars Galaxies: 1 character per server

Marian Griffith gryphon at iaehv.nl
Thu Dec 19 23:09:08 CET 2002


In <URL:/archives/meow?group+local.muddev> on Wed 18 Dec, Michael Tresca wrote:

> Not all playstyles can exist in harmony.  Some playstyles are
> harmful to others.

Which was already pointed out by Richard Bartle when he pointed out
that Killers crowd out Socialisers. Now you say that exces- sive
Achievers crowd out less obsessed playing styles. I happen to agree
with you (having seen it in action on a couple of muds actually).

Generally it is a matter of finding the right balance, but in many
cases that is rather too delicate to be able to really hit it right,
and maintain that balance for a prolongued period of time.

> Different MMORPGs will get further segmented as they develop.
> Star Wars is just the first.  There's now enough games that
> everyone can feel their playstyle is validated-- they just need to
> go to the appropriate MMORPG.

I do not think so. We have still to see what this Star Wars ga- me
really is going to be like, and beyond that there is not a whole lot
to choose from. Just more of a number or rather simi- lar games, as
far as I have been able to figure out.

> In the short term, I agree.  In the long term, this is untrue.
> Strong social networks keeps people playing longer.  Do you want
> 10 flash in the pan accounts that last for three months or 5
> players that play for ten years?

There is an even deeper issue.  Strong social ties make a game more
accessible.  Any mud has quite a steep learning curve, and in games
without a social framework each player has to figure out on her own
how to act and react to the game. How many char- acters are burned
up within a few days of playing because they do not find a welcome
place, no helpful hand, no explanation?  How much of the harassment
is due to the fact that so many of the players really are just
'gaming the game' and not playing with other people? How many
players give up because of that?  I have seen one game deteriorate
within a few months because the social structure was destroyed.  Not
only became it almost im- possible to retain new players, also the
number of 'incidents' involving rudeness, outright harassment and
in-game crime (like killing and stealing) immediately began to
increase.  All of it made an extremely unwelcome first experience
with the game and not many new players wanted to give it a try
beyond the first hour or so.

> I do not believe for one moment that large = umanagable.  It's all
> about long term vision.

And of course the willingness to commit to that vision AND the
willingness to make unpopular decisions (either with players or with
the accountants) to stick to that vision. With the way the budgets
(and thus the company risks) are growing there is good reason why
the game industry begins to behave more and more li- ke the major
movie studios, and aim for safety and proven con- cepts (and
sequels)

Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...

Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey


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