[MUD-Dev] Better Combat

Ola Fosheim Grøstad olag at ifi.uio.no
Sat Aug 7 19:45:47 CEST 2004


Douglas Goodall <dgoodall at earthlink.net> writes:

> I know many developers believe that forced idleness and forced
> grouping are good for the community, but what's the evidence for
> this? I used to be more tolerant of this belief since the game
> with the fewest timesinks (AO) was among the least popular. But
> the success of CoH (and "community building" measures damaging
> AO's community) has made me question the subscription evidence.

Not really sure what '"community building" measures' you refer to in
AO that was damaging? I am not so sure about having a flexible chat
system, as that removes communication from the local area,
but... other than that?

I don't have experience with CoH, but new games tends to be more fun
as everybody are at the same level. Games change over time. After a
few years the players have too much expertise and simply don't need
new people to chat with or to chat about game mechanics or even game
play. You get a less socializable environment. If you want to
compare CoH's first period to other games, then you have to compare
it to the other games' first period as well. If you did for SWG,
then that's something to ponder on. Still, I think CoH could get a
backlash based on what I hear about the game, unless they make
changes.

--
Ola - http://folk.uio.no/olag/
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