RE: Réf. : RE: [MUD-Dev] Mass cus tomization in MM*** s

Jeff Lindsey Jeff at nextelligence.com
Wed Jul 17 09:54:38 CEST 2002


Daniel wrote:
> From: 
>> From: Raph Koster

> I disagree intensely. When your recommendation is implemented, you
> end up with the Anarchy Online feel and a million players (ok
> thats optimistic...)  who don't talk to each other, or feel any
> real compulsion to do so. If people don't need to group to make
> progress, they won't - however easy you try to make forming a
> group, its always going to take longer than soloing.
 
> As you acknowledge, 6-8 months isn't actually a very long tie-in
> either.  These games seem to have a 3+ years life expectancy and 6
> months in, who knows if they'd even have recouped the
> investment. If its a choice between forcing people to make social
> bonds (even if a few players are lost on the way) and pleasing
> people for 6 months who will then move on, I don't think its too
> difficult a decision.

It will be interesting to see how this timeline changes as the genre
expands and more titles are available to choose from. Will having a
new "major" MMOG title released every six months erode the
attraction of picking one game and sticking to it? Will developers
change their methods to target this short-term/high turnover group
(and is it even financially feasible?), or work towards better ways
to hook players for the long haul?

-Jeff

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