[MUD-Dev] DESIGN: Online adventure games
Amanda Walker
amanda at alfar.com
Fri May 21 11:07:08 CEST 2004
On May 12, 2004, at 12:00 AM, Mike Rozak wrote:
> 2. Players' types (explorer, socialiser, etc.) change depending
> upon their moods. (For example: While I usually like playing
> adventure games, I still go for the occasional CRPG.)
It's even worse than that, because players will modify their play
style based on the game environment itself (leading to a
Heisenberg-esque dilemma when trying to target a game). Examples
from SWG (just 'cause it's a handy example, and Raph's crew might
find it interesting info):
In my SWG guild, we have a bright, bored-with-school teenage
boy--you know, the ultimate "grief player / twitch game" stereotype.
Much to his own surprise, in that particular game he's ended up with
almost entirely "achiever" play: he's set as his own goal to make
the best possible armor. We also have me: a middle aged engineer /
manager who socializes in the evening to blow off steam. I've been
playing an entertainer since launch day, and can go weeks without
earning any xp at all. So far, standard Bartle types. But we asked
around what people thought about the upcoming "space expansion",
which is described as providing a space combat experience
reminiscent of all those dogfight games of the 80s, and much more
"twitchy". Our high schooler is hoping to build spaceships, now
that he's come out of the closer as an avid crafter. As for me, if
it turns out to be skill based, and not just investment-in-time
based, I'm expecting two things to happen: my pure socializer
character will be spending a lot of time in space dogfights: I don't
much like CRPG style combat, but PvE and PvP that depends on actual
player skill is something I find to be great fun, especially after a
long day of battling paperwork.
So, in addition to all the perils you listed, there's one that
affects every game I've seen:
- You can't predict in advance what people will like and not like
about your particular game. Even they won't be able to predict
this in advance.
Amanda Walker
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