[MUD-Dev] Re: MMO Communities

Ola Fosheim Grøstad olag at ifi.uio.no
Wed Aug 11 21:49:00 CEST 2004


"Damion Schubert" <ubiq at zenofdesign.com> writes:

> The game still has a mechanic which rewards soloers and smaller
> groups though.  While larger groups are optimal for experience
> gain, it's more profitable in terms of treasure to kill monsters
> solo or in a small group.

Is this intentional?

> Actually, we want both.  The reason we want grouping is not so
> people can play with their friends - they can play with their
> friends in any of our competitors.  What we want to do is Maximize
> 'Contact Points' - give players the most opportunities possible to
> meet someone new who they might click with.  To this end,
> disposable groups are good - they mean that players will encounter
> more other players.

The only logical design solution would then be to limit or optimized
for teams to consist of 2 or 3 players. And does the current MMO
paradigme project enough of the player's personality that you
actually can find someone to "click with"?

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