[MUD-Dev] "USPs"

Scott Macmillan scottm at stainlesssteelstudios.com
Tue Jun 29 16:19:53 CEST 2004


Michael Sellers wrote:

> Then consider: in terms of the current and upcoming crop of MMOs,
> what aspects of these are *truly* Unique Selling Points?  In what
> ways does playing, say, CoH really *feel* different from SWG, EQ,
> UO, AO, AC, etc.?  What are the unique experiences that various
> games are bringing to the players?

(snip)

> So: what are *your* games' USPs?

City of Heroes is the first MMO that I've gotten seriously wrapped
up in for longer than a couple weeks, and I'd say one of its biggest
assets is how you can play the game in a meaningful way in 15 minute
increments.

It's very easy in CoH to hook up with a part, or start soloing, and
get something done in 15-45 minutes.  15 minutes nets you some bad
guys in one of the city zones, 45 will usually get you a completed
mission (smaller groups help with shorter missions, since they
auto-adjust to your party size).

Cryptic has reduced down-time for resting to a pittance, and set up
spawns and missions in such a way that there is no camping (at least
in the low and mid level content I've seen).  And this is a USP that
is entirely evident to the player - definitely not a misuse of the
term.

Scott
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