[MUD-Dev] Removing the almighty experience point...

Paul Schwanz pschwanz at comcast.net
Fri Oct 1 22:08:33 CEST 2004


brian at thyer.net wrote:

> I think what people tend to forget, espically when looking at
> MMO's from a designer point of view and a "how can I make the
> MMO-verse better" view is that there are a *lot* of players out
> there who *like* the grind.  Yes..they do.  They love grinding
> away mindlessly, they love sitting and fletching arrows for hours
> on end, killing the same 6 mob spawns all night long.  It's an
> escape, a release, a mindless way to unwind after their long day
> of work.

Do they really like the grind?  Or do they just like getting the xp?
Would they fletch arrows if running missions gave them more xp?

Personally, I think that it is the relatively safe accumulation of
xp that they enjoy, not particularly fletching arrows.  If they
could get the same kind of safe xp by farming corn, they'd grow
corn.  An activity is not required to be mindless in order for one
to unwind after a long day of work, it is only required to be
relatively safe for their character.  If an alternate activity is
more interesting (i.e. not as mindless), while not being more
stressful, I think you'll find that players are happy to leave
mindless grinding behind.

--Paul "Phinehas" Schwanz
_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list