[MUD-Dev2] [DESIGN] Rewards

cruise cruise at casual-tempest.net
Mon Apr 16 00:07:03 CEST 2007


Thus spake John Buehler...
> To figure out rewards, look at the psychology of those that you want to
> entertain.  Look at the people, not the entertainment.  As they say, having
> customers is the most important business principle.  If the customers you
> want to attract are Star Wars enthusiasts, what is it that they find
> entertaining about Star Wars?  Fighting the empire?  Flying in space?
> Seeing new and strange things?  Seeing their favorite characters?  Providing
> rewards for those experiences is going to decide what kind of a game should
> be created.
> 
> Imagine someone entertained by seeing new and strange things in a current
> game.  There's only so much static content that can be created by hand.
> 
> Imagine someone entertained by seeing their favorite characters.  Won't the
> behavior of those characters be important?  Is that going to work in a
> multiplayer setting, where a crowd follows Chewbaca around everywhere he
> goes?
> 
> Start with the people.

Which is exactly why I started the thread on "reasons for play" - if 
we're going to make good games, it surely makes sense to figure out why 
people play them.
Though it seemed some disagreed with the idea that games should be 
enjoyable...



More information about the mud-dev2-archive mailing list