[MUD-Dev] ghost mode

Amanda Walker amanda at alfar.com
Thu Sep 11 12:21:40 CEST 2003


Daniel.Harman at barclayscapital.com wrote:

> Getting back to my point of using content as a reward, you are
> right, its not the only way to do things, but to throw it away is
> to dispose of a valuable motivational tool. Whats to say that
> Quake wouldn't be more fun if you got access to better weapons and
> new levels as you became a better player? I'd certainly enjoy
> that!

Hmm.  It seems to me that much of the appeal of Quake is that
everyone has exactly the same weapons and capabilities--who wins
depends on actual skill, not just time logged.  And skill
differences are critical in Quake--a very skilled player and an
average player are almost playing different games.  Watching a
skilled player is quite fun--ballet with rocket launchers :-).

I have to say that if MMORPG combat involved actual skill, I'd find
it much more engaging.  In games where I don't have to worry about
being looted of stuff I use elsewhere in the game, I have great fun
with PvP.

> Well fair enough we can only ever speak for our own play styles
> with any authority, and clearly we differ. Personally I lose
> interest fairly quickly doing the same thing time and time again -
> once I've grokked the problem space.

Indeed.  I am, by temperament, a researcher.  Once I've figured
something out and done a proof of context, it's time to hand it to
someone else for fit & finish and send me off on the next quest :-).

Amanda Walker
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