[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...
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