[MUD-Dev2] [DESIGN] What is agame? (again)was:[Excellentcommentaryon Vanguard's diplomacy system]
Dave Scheffer
dubiousadvocate at hotmail.com
Wed Apr 18 12:34:58 CEST 2007
----- Original Message -----
From: "John Buehler" <johnbue at msn.com>
To: <mud-dev2 at lists.mud-dev.com>
Sent: Tuesday, April 17, 2007 8:33 AM
Subject: RE: [MUD-Dev2] [DESIGN] What is agame?
(again)was:[Excellentcommentaryon Vanguard's diplomacy system]
> cruise wrote:
>>
>> It's the privacy section that is possibly the hardest one. Instancing
>> has been an attempt to solve this, but then people complain that we're
>> devaluing the concept of a MMOG - whereas I think something of this kind
>> is /precisely/ what is needed in an MMOG to stop the entire playerbase
>> from constantly infighting.
>
> Food for thought.
That really is thought provoking. Back well before the "not a mirror" days
of UO I was beating up on poor Raph with a very similar approach, what today
we'd think of as instancing but with similar mechanics John describes. At
the time Raph's (very pragmatic) response was that this was well beyond
their current resources.
Currently players handle this on their own to a degree - over time people
create lists of other players with whom they have grouped and enjoyed the
time spent, so when a friend logs on or has shared their OOG chat handle
they get invited to instances. Several games provide nifty tools to search
for players by type/etc and invite them accordingly, sort of a pull model.
But John's push model is nifty as well, sort of like arcade courtesy.
I definitely do not want to do away with instancing. I would like to see
prohibitions on how often a player can do certain storyline quests - that
would minimize farming to some degree and the resulting overwash of high end
or "epic" items. But that is an entirely other topic. :-)
Dave Scheffer
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