[MUD-Dev] Level Grind - alternative

Brendan O'Brien tazzik_dystrian at hotmail.com
Fri Jul 30 15:28:59 CEST 2004


Cruise wrote:

<snip long discussion of schooling sytem>

> This definately fits in with the casual gamer's character creation
> idea. A child is born, you pick the schools it goes to, and X
> amount of time later you have a character to play. For the
> power-gamer, an option to be able to manually experience/control
> the training process would no doubt be appreaciated. The trouble
> with min/maxing in other games is it doesn't take any additional
> time or effort to do, aside from reading some webpages. You make
> the same decisions, and go through the same processes as anyone
> else. If additional skill and time was needed to produce that
> finely honed piece of "perfection", then players might feel them a
> little more balanced.

Yeah, one of the ways I had been considering for giving players more
direct control of training if they wanted it was to set up
skill-based challenges for the player to complete to help his
character train in various areas.  He could be sparring with an npc
trainer, completing a blacksmithing puzzle, or one of many other
possibilities.  The idea is for these to be relatively short, but
fun activities, enabling the player to affect the rate of
advancement of his character.  Of course, it also stands to reason
that if you were really bad at these acitivities, you would actually
end up slowing down the character's progress instead.

If somebody doesn't want to be bothered with this, they can very
easily sit back and let the character develop naturally.  For those
wanting more direct control, the option would exist.

- Brendan
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