[MUD-Dev] [DGN] Designed Downtime (was RE: [MUD-Dev] Better Combat)

Michael Hartman michael at thresholdrpg.com
Fri Aug 13 07:53:40 CEST 2004


David Kennerly wrote:
> Michael Hartman wrote:

>> The overall point is that some game designed downtime
>> dramatically increased the amount of socialization going on in
>> the game.

> Sorry to start tracking mid-thread, yet this particular sentence
> piqued my curiosity.  Would you care to explain an example or two?

A number of examples were provided in the previous posts to the
thread. I believe the web site for MUD DEV archives all messages.

> And if I may ask, what is the metric, or informal methodology, of
> rating increased socialization?

Data mining of % of online time spent killing MOBS vs. % of time
spent in RP oriented locations (taverns, adventurers guild,
etc.). In addition to hard data, feedback from players is quite
valuable in determining the effects of any code change on how much
socialization is taking place.

--
Michael Hartman
President and CEO, Threshold Virtual Environments, Inc.
http://www.thresholdrpg.com
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