[MUD-Dev] DESIGN: Why do people like weather in MMORPGs?

Michael Hartman michael at thresholdrpg.com
Tue Jan 4 19:24:38 CET 2005


Damion Schubert wrote:

> Most designs I've been part of have gravitated towards a 2 hour
> cycle.  This was primarily so you could have cool night-only
> effects, without the player ever feeling he was totally hamstrung.

I was not aware that the "2 hours = 1 game day " ratio was common. I
have used it in games in the past because of how the math worked
out. With that system, you get:

Real Time => Game Time

  2 hours => 1 day 1 week => 1 season (approximately 3 months) 1
  month => 1 year

So the x12 accerated speed just seems to work out nicely (especially
1 RL month equallying 1 game year).


> WoW has a 24 hour cycle.  The net result is that I'm always
> playing at night in their world, which to be honest, is starting
> to get old.

No kidding. I am having the same experience. Having to play almost
exclusively at night time is getting really annoying.

--
Michael Hartman
President and CEO, Threshold Virtual Environments, Inc.
http://www.thresholdrpg.com
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