[MUD-Dev] Better Communication [was: Better Combat]
HRose
hrose at tiscali.it
Sun Aug 15 08:09:20 CEST 2004
cruise wrote:
> Koster, Raph wrote:
>> cruise wrote:
>>> Cryptic made a damn fun game - and if I want communication, I go
>>> elsewhere. That does not strike me as an issue.
>> It *shouldn't*. You're a player. The question is one for Cryptic
>> and CoH's designers, not one for you.
> Nor as a designer does it strike me as an issue. If I made a game
> that people were having so much fun playing they didn't have the
> time to stop to talk, then I'd consider that a success.
Despite I defend this idea I don't agree you here. Downtimes *are
required* when we are talking about the *pacing*. But don't let Raph
(or Jeff) fool yourself because the topic isn't about the "pace" of
the gameplay. We all agree on that point.
The "pace" of a game IS a gameplay element. In fact it is important
BOTH in a single player and in a MMOG. The difference is when the
socialization takes over the gameplay itself. It's not ANYMORE a
problem of pacing. It's about adding a whole part of the game with a
precise, external purpose. Again, the pace of the game is still
something important within the gameplay. Other choices I was
criticizing are something completely different.
-HRose / Abalieno
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