[MUD-Dev2] [DESIGN] Principles vs Rules [was: What is a game?(again)]
cruise
cruise at casual-tempest.net
Fri Apr 13 11:16:49 CEST 2007
Thus spake Dave Scheffer...
> I'm not outlining a monolithic rulebase applied universally across
> thegamescape. Just the opposite. I'm identifying very basic game
> mechanicsthat can be used differently by different rulebase effect area
> agents.
This is a basic game design guideline that I think is often overlooked:
don't enforce; persuade.
My favourite example of this is the typical "wizards can't wear armour"
bit. Why not? What force in the game world prevents wizards from donning
armour?
From a game design point of view, sure, you don't want someone with the
typical damage output of a mage class having good defensive abilities
too. But rather than enforce this, persuade the player not to.
Applying speed, co-ordination and endurance penalties based on the
weight of carried equipment (and basing casting efficiency on those
values) turns the "can't" into a "probably not worth the effort". Though
a player still has the option if they want to.
Why do it this way? Because it's much less vulnerable to loopholes. If
simple, uniform formulae apply across all characters, rather than
expections and boundary cases, there is no opportunity for error or
unexpected results.
With social concerns, the effect is much more pronounced - there is no
way to legislate against every behaviour of people. But we can devise
fundamental principles that "persuade" players away from certain
unwanted actions. The NPC reactions to a lack of clothing is a good example.
And yes, I know it's obviously no where near as easy as I make it sound
- but it's still a hell of a lot easier than trying to create rules for
it all...
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