[MUD-Dev] Morphable worlds, Reset based systems revisited

Ola Fosheim Grøstad <olag@ifi.uio.no> Ola Fosheim Grøstad <olag@ifi.uio.no>
Wed Oct 23 12:56:25 CEST 2002


It is quite apparent to me that a commercial MUD is most interesting
at the time of launch where you have lots and lots of players at
your own level to interact with. Arriving in or coming back to an
established game is kind of lonely and discouraging, there is no
level playfield, and everything has been discovered by somebody
else...

Why not design a flexible world that allows designers to rearrange
the entire world, gameplay rules included? Then you can massively
improve the world and relaunch every six months...

Yes, there are some obvious gamplay and balancing issues. Still, in
static world designs, a reset-like world-morphing relaunch approach
has certain advantages.

  (Expansions does not count, they only address current hardcore
  players, not casual ones)

--
Ola - http://folk.uio.no/olag/


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