[MUD-Dev] Player malleable worlds (was Expected value and sta ndard deviation)
Amanda Walker
amanda at alfar.com
Wed Sep 10 15:30:14 CEST 2003
On Wednesday, September 10, 2003, at 10:52 AM,
Daniel.Harman at barclayscapital.com wrote:
> compelling player generated content in a commercially viable game.
http://www.planetunreal.com/cliffyb/
Sure, FPS levels are somewhat smaller problems than MMO worlds,
though they seem to be of the same general complexity as a dungeon
or town. A lot of the player-generated content is better than the
commercial stuff that comes with the game.
I imagine that if you gave players tools like UnrealEd to edit their
houses or guildhalls, you'd see some darned impressive player
generated content. As it is, the choices seem to be prefabs (SWG,
UO) or basic geometry (Second Life).
Amanda Walker
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