[MUD-Dev] Richard A. Bartle talks MUD Design

Richard A. Bartle richard at mud.co.uk
Fri Nov 5 13:09:59 CET 2004


On 04 November 2004, Wayne Witzke wrote:

> What about including the traditional but poor game mechanics, but
> also including alternatives that work better in the long run?

This is workable if the two approaches can sit alongside one another
harmoniously and if there are incentives to use the better version.

For example, if you had instancing but deliberately put less
interesting content in the instances than you did in the uninstanced
areas, players might eventually turn away from instancing.

There are possible problems, though, if the players rebel. If you
had a virtual world with 100 character levels, but said that only
players who switched on the PD switch could get to level 100 (the
rest being stuck at 99), there'd be a deluge of complaints - even if
the content at L100 was no different from that at L99.

		Richard
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