[MUD-Dev] Cans of Achievements and Quests

Rayzam rayzam at travellingbard.com
Fri Sep 6 20:38:12 CEST 2002


From: "damon baker" <candyfilleddeathgod at yahoo.com>
> --- Rayzam <rayzam at travellingbard.com> wrote:

>> If the players can come back from death, and the players can come
>> and go from the game, why can't the monsters and quests?

>> It's just a thematic push, but on Retromud, Armagg-odhin destroys
>> the world every day, and it is created anew. Just fiction, but it
>> explains why quests reset. I don't see an inherent reason why
>> that isn't as good a concept as the reality overrides via stellae
>> from Torg, or how Neo and friends can have special powers in The
>> Matrix.

> I personally like solutions that work what would have been a
> technical problem in as part of the story. Instead of it being an
> obvious out of game mechanism that breaks the suspension of
> disbelief and says "look, it's all just some dumb game, ok, deal
> with it" you now have something that adds to the game world, makes
> the world more internally consistent. A lot of games have game
> worlds that their mechanics are thoroughly not suited for, if
> designers will try to make the game world and the mechanics meet
> half way I think an altogether more immersive (and fun) experience
> will be had by the player.

Armie actually appears in game when he's preparing to destroy the
world.  Players still don't know what will happen if they kill him
at that point :)

    rayzam
    www.travellingbard.com




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