[MUD-Dev] Removing the almighty experience point...
neild-mud at misago.org
neild-mud at misago.org
Wed Oct 6 19:44:31 CEST 2004
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Original message: http://www.kanga.nu/archives/MUD-Dev-L/2004Q4/msg00036.php
On Wed, 06 Oct 2004 07:39:16 -0700
Vincent Archer <archer at frmug.org> wrote:
>> I'd suggest just looking at the evidence first, which is pretty
>> clear-cut, and then drawing your conclusions: Many, many players
>> enjoy the grind.
>> I think a lot of people on this list want to believe that
>> everyone in the world wants to play like he or she wants to play.
> Note that I don't think everybody full understood the original
> point of the thread.
The point (as I saw it, and as I agree with) is not that the grind
is bad, but that experience points are an inferior way of
implementing a grind.
> Rewarding achievements instead of XP grinding is extremely
> elitist. It's not really a mass-market friendly system. Having
> time isn't enough; you need time *and* some skill at the game. If
> you lack time, you're going to progress more slowly, but if you
> lack skill, or the will to explore and take risks, you will
> eventually stop progressing *before* the maximum available level.
That all depends on what achievements you reward.
Consider City of Heroes: You could change it to an achievement-
based advancement model by declaring that a hero gains a level
whenever they complete all the missions given out by a single
contact. This wouldn't be any harder than the current experience
point-based advancement.
- Damien
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