[MUD-Dev] DESIGN: Online adventure games
Fred Snyder
info at castwide.com
Sun May 23 15:51:05 CEST 2004
Mike Rozak wrote:
> I imagined that I wrote on adventure game (like Zork), and put it
> online. What would users think of the experience? What features
> would they request? Here's what happens (in my thought
> experiment):
> 1. The first feature I'd add would be the ability for users to
> "chat", since it seems silly that people wandering around the
> adventure game couldn't talk to one another.
> 2. Next, I'd add the ability for players to work together on
> puzzles and hand each other objects.
> 3. It takes 20-40 hours to complete Zork (or any adventure
> game). After that, players run out of stuff to do and stop
> playing. In an online environment, players would complete the
> game in half the time (or less) because they'd give each other
> hints; then they'd run out of stuff to do, but rather than stop
> playing, they'd start whinging about lack-of-content.
> In other words, after working on content for a year, I'd have
> one week of public release before some players would be asking
> me for more. So much for my long-awaited holiday...
Just a few months ago, I experimented with my own online adventure
game engine. The idea was to provide a framework for creating
Zork-like games and publishing them on the web. The results of that
experiment are here:
http://castwide.com/games/webventure
The above link includes player instructions, the development manual,
and a sample game created using the system. Anyone can create a
game and publish it on my site; all you have to do is register an
account and follow the instructions for creating an XML game file.
The engine even includes a rudimentary script interpreter.
The reaction I received from players largely followed your
expectations. One of the first questions I got asked was, "Is
multiplayer possible?" (At this point, it is not.) It was also a
mere matter of hours before players started sharing game hints with
each other.
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