[MUD-Dev] NEWS: Why Virtual Worlds are Designed By Newbies - No, Really (By R. Bartle)

Morris Cox morriscox at gmail.com
Fri Nov 26 17:25:48 CET 2004


On Fri, 26 Nov 2004 10:21:19 +0930, Mike Rozak <mike at mxac.com.au> wrote:

> The time limit would be on invidivual players, and it wouldn't
> really be a limit. Basically, when the player finished the
> 100-hours of content, they'd be told they can stick around and be
> bored, or leave and go try virtual world X by the same
> author/company. (It could be more drastic; the game could start
> scrolling the games credits, but this is a bit harsh and will
> cause some players to put off killing the evil overlord forever.)

What if games were interconnected in a way (via some standard that
used XML and compression, for example) that allowed players to
travel among them? Not only would that expose players to more
possibilities/experiences, it would be easier to encourage them to
try virtual world X or Y or Z, etc. A multiverse of games would also
offer more value and playability. (A book of spells hidden in a
nonmagical world that you must retrieve for a quest). Such a system
could also offer rent-a-game-server (with a set of sliders that
allowed changing default values in the game, such as physics laws)
that allowed people to run their own game server and have it be part
of the multiverse.

--
Morris Cox
http://www.legran.com
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