[MUD-Dev] Time Theory

Peter Tyson ptyson at datamonitor.com
Fri Mar 15 10:59:00 CET 2002


From: Matt Mihaly [mailto:the_logos at achaea.com]

> It means quite a bit in Achaea. Certain rituals can only be
> performed at dawn, for instance. Many things are tied to the
> changing of the in-game month or year too. Players definitely keep
> track of in-game time, as it is crucial to many of their
> activities.

I think that's really the perfect solution. You don't want to punish
players with contrived or annoying time-based events but reward them
for noticing time and acting on it. Of course, rewarding players for
noticing time can quickly be seen by everyone as forcing you to do
something, because if you don't notice time and act on certain game
mechanics you are less uB3r than those that do.. ;)

Right now I think DAoC has an interesting approach to it all. There
are day mobs and night mobs and it's quite fun to see the
transition. It only gets annoying when you're hunting a great mob
during the day and come night have nothing to do. I'm half-inclined
to suggest that in general day should be twice as long as
night. Especially in games like DAoC where there's no sight
enhancement abilities (that I've seen).

Tying rituals or events to time is interesting. Crafting special
magical items at dawn or dusk or midnight should offer different
bonuses. Crafting in a special place like a temple, stone circle or
so on should also be important perhaps. As should other forms of
rituals.

The key is to not punish the player for NOT doing the above. Or more
importantly, convince the players that they can still do just fine
ignoring those time-based events. I'm not sure that it is possible
and the ultimately people would rant on about being
straight-jacketed into a certain play style..

Peter
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