[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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