[MUD-Dev] ghost mode (was Re: SW:G)

Amanda Walker amanda at alfar.com
Wed Sep 10 02:20:19 CEST 2003


Vladimir Cole <vladimir_cole at yahoo.com> wrote:
> Amanda Walker wrote:

>> At the risk of performing a 'me too', [ghost mode] absolutely
>> strikes a chord with me. When I play any sort of adventure game,
>> be they text or graphical, single player or online, the one thing
>> that draws me on is the desire to be able to see all the content
>> at will.

Please be careful with your attributions: Tess wrote that in
response to a message from me.

> Problem with ghost mode is that it makes it too easy for players
> that are lower on the content totem pole to discover spoilers for
> content that they are having trouble with.

Is this a problem with my proposed "ghost mode", or is it a problem
with having a "content totem pole"?  I'd say it was the latter.
Besides, it's a lot easier to discover spoilers with google than by
flying around in-game.  Your big puzzle is no longer a secret once
the first achiever solves it and posts a walkthrough.

> This will tend to accelerate the advancement of all players. Is
> there any way to build content so that it's spoiler proof?

Sure.  Build it so that knowing about it isn't the key to
experiencing it or using it for advancement.  People love spoilers,
but the existence of travel guidbooks doesn't make travel any less
interesting or useful...


Amanda Walker
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list