[MUD-Dev] Crafting/Creation systems

Jeff Lindsey Jeff at nextelligence.com
Wed Jul 17 10:22:01 CEST 2002


shren wrote:
> On Mon, 15 Jul 2002, John Buehler wrote:
>> Paul Boyle writes:
  
>> Imagine a game that only exists for the purpose of crafting.
>> There are no achievements.  You just spend time creating things.
>> It's "Legos Online" or whatever.  Can that be made into an
>> entertaining game?
 
> Yes.  Battletech fans often sit around and design mecha by the
> battletech mech design rules.  If the act of making an object is
> an act of design and not an act of clicking, then a lot of people
> would do it for the sheer joy of engineering.
 
> If you could design a system where item components have a
> tetris-like shape and you assembled them on a grid, and if the
> design tradeoffs were interesting, then people might do it for the
> sake of itself.

> Under such a system there'd be two steps to object creation.  The
> first, interesting step is the blueprint design, where you lay out
> the components.  Actual creation would probably just involve
> clicking the blueprint if you had the materials.

Or how about something similar to Magic: The Gathering? Players
craft an object from unique components, field test it, return to the
drawing board to tweak things, repeat. If the system is designed
well, 'best' combinations become popular or common just like M:TG
themes, but everything is situational. Your Energy Blaster combo may
be all the rage right now, until someone designs an Absorbing Field
with just the right components to counter it, at which point you go
back and tweak the Blaster to account for it, or rethink your weapon
needs from a design standpoint.

-Jeff

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