[MUD-Dev] Myst Online article at ferrago.co.uk

Sulka Haro sulka at sulake.com
Tue Oct 22 09:12:25 CEST 2002


At 09:12 -0700 21.10.2002, Kent Peterson wrote:

> 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)?

How about making the exploration heavily dependent on group tactics? 
As in "you have to push all found triangular buttons in bell towers
within the same minute to open a new square door"? That'd slow
people down considerably and be pretty much in the spirit of Myst.

sulka

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