[MUD-Dev] D&D vs. MMORPG "complexity"
Amanda Walker
amanda at alfar.com
Wed Apr 30 14:51:01 CEST 2003
On Tuesday, April 29, 2003, at 03:13 PM, Sean Kelly wrote:
> On Mon, 28 Apr 2003, Dave Rickey wrote:
>> From: "John Buehler" <johnbue at msn.com>
>>> In CURRENT MMO's that may be true. In a broader sense, value is
>>> derived by entertainment potential. These are games after all.
>>> They're supposed to entertain. In current MMO's that means time
>>> and power because of the leveling treadmill being the focus of
>>> entertainment in the game.
>> And why is it the focus? Because the players insist on it.
> This is somewhat of a chicken and egg problem. If MMO games
> weren't initially created with this as the focus, would they have
> drawn an audience that insisted on maintaining that focus? Were
> any MMO games created with a different focus, and how successful
> were they?
The jury's still out on There.com, but they've certainly gotten a
lot of grateful refugees from The Sims Online (which has a
particularly annoying treadmill). They seem to have a fairly
reasonable number of people online, for a limited-access beta.
Their environment is optimized towards social/exploratory types of
play, though. There's a bit of levelling tossed in for Achievers,
but the main reward for hitting new "levels" seems to be free
T-shirts...
No combat, no hit points, but very extensive chat, group, & emote
features, very nice multi-mode physics model with vehicles, item
loanability and retrievability, user-generated content, and
set-aside game arenas for player-run events.
There's a bit of griefing, mainly people dropping things on other
people from midair, running into them with vehicles, etc. There's
no in-game "damage" caused by this, but it can be annoying to be
knocked out of a conversation. They recently designated a
free-for-all area where people can let off steam without
interference, which has potential.
It's a surprising amount of fun. No game-imposed linearity at all,
but people find stuff to do. It reminds me a lot more of the old
non-combat/RPG MUDs/MOOs of yore than the current crop of MMORPGs
do.
Amanda Walker
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