[MUD-Dev2] [DESIGN] Rewards
Dave Scheffer
dubiousadvocate at hotmail.com
Wed Apr 11 13:45:55 CEST 2007
----- Original Message -----
From: "cruise" <cruise at casual-tempest.net>
To: <mud-dev2 at lists.mud-dev.com>
Sent: Tuesday, April 10, 2007 9:45 AM
Subject: [MUD-Dev2] [DESIGN] Rewards
> Which leads me to the conclusion that in a multiplayer game, rewards
> should be minimal, if existant. They certainly should not involve an
> increase in power, since that will only worsen the competetive streak.
> The exception to this, obviously, is if you can make your rewards immune
> to b) above /and/ can evenly distribute them amongst all the play styles
> you wish to encourage.
I understand where you are going with this, and in the games I'm planning
the rewards are not always tangibly implemented. But my approach is highly
niche and I don't expect or necessarily want them to be popularly successful
(as least where success is defined by high numbers of subscribers crammed
into a finite playspace).
If my expectations were even as modest as Meridian 59 or the "average" UO
player-run shard I would fail if I took the same approach. Most game
enthusiasts nee' consumers aren't interested in thought experiments that
provoke curiosity without clear tangible reward. Even those consumers with
the personality and talents to get something out of this approach are often
just looking for an interactive socially engaging version of cable
television. That's appropriate and desirable for large business models if
the equivalent of junk food for our community of thinkers and implementers.
Just saying. I've stayed out a lot of the discussions currently raging on
the list because I think they've long since left pragmatism behind in a
cloud of semantic posturing. But I do think there is merit in this topic:
how do we as game service providers design a product that is (1) sustainable
using a wider range of retention mechanics than just (2) forced
socialization over (3) a base of intentionally planned obsolescence
pre-supposing (4) an ever-shrinking market base of power players.
I think exploring ATITD and Second Life is the most current fruitful avenue.
Dave Scheffer
Threshing Floor Games
More information about the mud-dev2-archive
mailing list