[MUD-Dev] Playing catch-up with levels

Zach Collins {Siege} zcollins at seidata.com
Sat May 1 15:47:42 CEST 2004


On Wed, 28 Apr 2004, Sean Howard wrote:

> This is not a response directed towards any one post. This is just
> a general idea of removing the whole level concept altogether.

> It seems that the RPG cliches can't be gotten over. We can dress
> them up (City of Heroes has Enhancements and Inspirations instead
> of equipment and items, Planetside isn't really an RPG so levels
> seem more interesting, SWG has a slightly unique approach). I
> think the only real novel ideas on the subject that I've seen so
> far is Puzzle Pirates.

> Why not dump the whole level thing altogether? Every character is
> equal

This is exactly what certain friends of mine are planning for their
eventual MMOG.  Personally, I'm writing a variation of it for my own
combat mud engine, where players have a fixed number of points they
can shuffle around over time; I may include a few variations in
capability for certain races, but grinding for XP shouldn't ever be
the point of playing in that design.

--
Zach Collins
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