[MUD-Dev2] [Off Topic] Have impatient players ruined 'The Ship'?
Jeffrey Kesselman
jeffpk at gmail.com
Fri Oct 6 17:37:31 CEST 2006
On 10/4/06, Johnicholas Hines <johnicholas.hines at gmail.com> wrote:
> On 10/1/06, William Leader <leader at k2wrpg.org> wrote:
> > has anyone else seen/played this game and have any thoughts on how one
> > could push the round time back to longer times on popular servers,
> > (aside from the obvious patch the server so rounds can not be shorter
> > than X). I don't want to punish players that want short round times, but
> > I think players who want the longer round time as the game was designed
> > should have the opportunity to play that way.
>
> I have not seen/played this game. However, my idea is that one should
> not try to "push the round time back on popular servers".
> The community around the short round time variant has a communal
> memory of switching away from the long round time variant. Persuading
> them to revert would be much more difficult than introducing a new
> variance (a new weapon, perhaps). Even that would be chancy. (As a
> rule, many new ideas are proposed, and only a few become staples.)
>
> Instead, host your own long-format games, and persuade your friends to
> play. Eventually, you may be able to get other Ship newbies to join
> your long-format games. If you're very very lucky, you may get a
> second community.
>
> Give up on converting people who have chosen short over long to
> rechoose long over short.
+1
If the players arent playing the game you designed, then clearly you
misdesigned the game.
The customer is always right. In this case the mass of customers have
voted by their settings ho they ant to play.
My suggestion is that if your in a minority that wants to play
differently that you organize to bring that group together.
It not so different for me in MMOs. Im a serious, old style, pen an
paper roleplayer. Most players are not so I active search out and
form connections with those who are and thats who I play with.
CQ
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