[MUD-Dev] IF/MUD Gameplay Ideas

shren shren at io.com
Wed Jun 12 12:47:05 CEST 2002


On Wed, 12 Jun 2002, Opacic Patrik wrote:

>   1. The primary goal must be reachable, it should by no means be
>   withstanding or everlasting.
 
>   2. The means to achieve the goal should not simply be a matter
>   of obtaining some known prerequisite accumulation. The idea is
>   to not guarantee the characters success, preferable without
>   adding random elements in to the formula. This is a good place
>   to insert some human factors, i.e. the character can be
>   president by gaining the majority of the votes from the other
>   characters.
 
>   3. Deriving from opinion 2. the game should provide multiple
>   means to achieve the goal in order to satisfy players with
>   different strategies.
 
>   4. In order to keep the competition from growing to strong, the
>   mud can have multiple goals.

Good goals emerge from complex systems, IMO.  The goal, "Stop
thievery in fooville" in traditional mud means killing all the
thieves.  If fooville is a complex system, with crime being the
formation of criminal syndicates as a result of poverty, then you
can improve the lives of the poor, assassinate the guild leader,
kill all of the thieves, or form a town guard, all to solve the same
problem.

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