[MUD-Dev] Better Combat

Ola Fosheim Grøstad olag at ifi.uio.no
Fri Aug 13 01:20:31 CEST 2004


"Koster, Raph" <rkoster at soe.sony.com> writes:

> !Yet travel time introduces a variable into gameplay that could be
> used profitably by many sorts of fun game systems (primarily of
> the strategic, slower-paced variety). Good downtime or bad
> downtime? Depends on which subgame you are playing, does it not?

But then... Why have spawn-points, or regularly scheduling timers,
or a game design that is static (thus can be memorized or put on a
webpage)... Or rather, why make the games so overly predictive?
Designers can surely do more to foster socialization around the
gameplay itself?  I.e. require (interesting) information gathering,
scouting, hunting, building and other cooperative efforts.

I don't really see why it would be impossible to have "downtime"
within the sphere of game-play? I guess you, sort of, suggest it,
but I get the feeling that you think it would be insufficient... ;)

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