[MUD-Dev] Removing the almighty experience point...
Brian Hook
hook_l at bookofhook.com
Fri Sep 24 01:09:14 CEST 2004
On Wed, 22 Sep 2004 16:38:25 +0000, Ben Hawes wrote:
> The achievements are designed to measure player abilities. If a
> player isn't good at playing your game, then, yes, maybe he won't
> play it. But how is that different from any other game out there?
The difference is that with multiplayer games your skills are often
being compared to the best players out of a pool of hundreds to
hundreds of thousands. In that situation, the odds being "one of
the best" is very low, and if that's an impediment to enjoyment,
then eventually the vast majority of "average" players will be
dissuaded from participating.
> The trick is not to "equalise" the game world so everything can be
> accomplished by players of any skill (which seems to be the tactic
> taken by many), but to provide /different/ ways of advancing.
Equalization is one tack, another is to separate players by skill
(leagues or handicaps, such as in competitive sports) or ignore
advancement altogether and provide paths that don't measure
achievement.
Brian
_______________________________________________
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