[MUD-Dev] Level Grind - alternative
Corey Cauble
ccauble at pacblue.com
Thu Jul 29 22:43:06 CEST 2004
I just wanted to interject my 2 cents ;)
1: Has anyone considered having multiple paths for game play? One
catered to the hardcore gamer and another for the more casual?=20
Each could have benefits for the type of game play they like and
have disadvantages that would benefit the other type of play. This
would allow you to choose a hardcore gamer character type that
would start out at a low "level" and have the advantage of better
"stats" and player control, i.e. modifications of player
attributes. While the casual gamer would have a "pre-made" or auto
generated character that starts out at a higher level and gets
basic equipment. This character has little or no control of its
attributes and can add generic improvements at "level up".=20 You
could also add the "ultra" hardcore which allows faster leveling
but has no life after death ;)
2: Encouraging group play?
I have also heard a lot about solo vs. group play lately. It seems
like most games today discourage coop play (of differing levels at
least). I am not talking about large groups like clans but in
small numbers of 5 or less. One of my favorite types of play is
coop be it a FPS or RPG. I think the best application of coop for
differing levels is having benefits for the higher level character
to "mentor" the lower levels. This is implemented by giving
experience bonuses to the higher character for aiding a lower
character while in battle. This encourages older seasoned players
to take the newer players under their wing, by giving both player
access to "experience" at a faster rate than if they went at it
alone.=20 You could also give additional bonuses for being the
leader of the group.
Ultimately for either of these 2 topics to be successful you need to
make sure that a balance is implemented that makes them fair to all
parties.
___________________________________________
Corey Cauble
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