[MUD-Dev] MMORPG Cancellations: The sky is falling?

Matt Mihaly matt at ironrealms.com
Tue Jul 6 19:48:42 CEST 2004


From: Par Winzell

> As for a lack of depth in game design -- well, what does that
> mean?  If it had been less shallow, a quarter of a million people
> would've ended up subscribing? I doubt it. I don't see how that's
> a reasonable assumption. I don't think the basic idea of E&B ever
> had a shot at Everquest style subscriber's numbers. Yes, the world
> was too static, and your role in it too constrained, but E&B never
> really pretended to be dynamic, nor does dynamic equal deep. E&B's
> primary urge, as far as I can tell, was to play out, over several
> years, a truly first-class (deep) storyline, with players
> participating but not really affecting the world a whole
> lot. There is a compromise there, as you all know; plot and
> simulation are difficult to mix.

I think it's also worth pointing out that the massive success that
is City of Heroes is built on the shallowest of shallow
designs. Their trick is that they implemented it so well you don't
care. It's the only graphical mud that's held my attention for more
than 4 hours.

--matt
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