[MUD-Dev] Re: The Future of MMOGs... what's next?
Amanda Walker
amanda at alfar.com
Wed Jun 12 18:37:59 CEST 2002
On 6/11/02 2:48 PM, John Robert Arras <johna at wam.umd.edu> wrote:
> This is not to say that I am opposed to players creating
> things. It's just that you can't let people make their own little
> worlds to play in and then let them return to the main game.
Why not? There are a number of hidden assumptions here that I think
are not at all given. Examples:
- Game play can affect player abilities ("levelling"). Easy to
fix, toss out the ideas of levels and experience points. I've had
problems with the whole concept from the days of D&D onward, and
even in paper RPGs the groups I played with never paid much
attention to it. I don't think there's anything that *requires*
the whole xp/ability cycle to make a game fun.
- Items/objects from a private world will unbalance the main one.
Why? Who says that ray guns have to work against dragons? A user
may create a piece of content where their assumptions do apply,
but nothing says that they have to apply in the areas that you (or
anyone else) control. You could even make this a feature:
consider a plot device similar to Zelazny's "Amber" books: "dang,
I forgot that gunpowder doesn't work in this dimension."
If MUD admins can let other people be wizards who can create
content, thus making that MUD more fun and engaging, I see no reason
the same can't be true for MMO games.
Amanda Walker
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