[MUD-Dev] Myst Online article at ferrago.co.uk
shren
shren at io.com
Mon Oct 21 17:32:09 CEST 2002
On Mon, 21 Oct 2002, Kent Peterson wrote:
> http://www.ferrago.co.uk/story/642
> How in the world do you make Myst into a MMOG?
> "There will be no emphasis on statistics or progress in the
> traditional role-playing style. With the focus on discovery of
> new people and new worlds, Cyan have made the decision to keep
> the game fresh with constantly evolving worlds' new content
> updates for players to explore."
> Oh. Hm. But players are tremendously, tremendously efficient at
> solving and exploiting new areas within days of their going online
> - usually it's more a matter of hours, not days. How do you keep
> it being an "explorer" game, so that the majority of players can
> still find and explore truly NEW areas, while still having the
> explorable areas be interesting and WORTH exploring (as opposed to
> vast tracts of randomly generated uninteresting wilderness)?
A momentary thought - I wonder if you can prevent the rate of mass
publication of game secrets by not giving anything a name. Don't
name places, don't name items, don't give out coordinates to
players. Common names for things are critical for communication.
> "Cyan's plan of not only weekly but almost daily additions to
> the game world seem very ambitious."
> Uh, yeah, right.
Is that understatement of the century, or what? The only way I can
think of to do it is to make a zone all at once that comes in in 30
different pieces. Like, one piece of work that's patched in slowly.
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