[MUD-Dev2] [DESIGN] Rewards

Sean Howard squidi at squidi.net
Tue Apr 24 22:43:08 CEST 2007


"cruise" <cruise at casual-tempest.net> wrote:
> Emergent behaviour from principles. Which is *hard* to get right,
> because we start bumping up against chaos theory and such, but, hey, I
> like challenges :P

I don't think it is that hard to get right, but I do think that different
types of people have a knack for that kind of design above others. My days
as a programmer have shown that some people prefer one type of design
methodology over another. For instance, even in an objet orientated
environment, one programmer might still largely design a straight up
procedural system: A then B then C - or if they use objects, they only
represent very physical concepts. But, I've also seen people take more
abstract, systematic approachs to software design. And when you get these
two groups in the same room, they both call each other stupid :)

When it comes to this sort of thing, the best thing you can do is find a
smart person who has a knack for it.

> "Oh noes!11! I'm surrounded by other people but don't let them touch
> me!" I understand where the reaction comes from - heck, we've just had a
> very long thread about ti all - but rejecting the idea of other players
> affecting your experience of the game in an MMOG just seems...slightly
> oxymornic :P

I didn't mean that players couldn't affect each other. Just that there is
a security blanket issue. Players don't like the potential to lose
something they value. Have you ever met an RPG player who WON'T use
special unique potions just in case they'll need it later? Sure you have.
Pretty much ever complaint about MMORPGs that doesn't come from a
competitive standpoint comes from a security one. People don't like
perma-death. They don't like decay. They don't like their corpses to be
robbed. They don't want to risk loss.

But that is different from putting every player in a bubble. Players still
enjoy PvP even without decay or item loss (some prefer it, but that
usually comes from a place of arrogance where they think their opponents
will lose more than they will, hence it will punish the weak and reward
the strong - aka them). The player cities in SWG are a good example of how
the players can affect the experiences of others in a positive way.

Another example are towns. Just large gathering places for people to chat
and dance around in their underwear. Your town experience will be
different every time you go through it, but it will never affect your
security. There aren't thieves. You can't PvP in town. You can sit in a
corner and not worry about spawning enemies. It's a safe place, and within
that safety, players interact in rather ingenious ways. But go outside the
town and some of those same interactions suddenly become threatening.

> Absolutely. Offer a general experience for people to find their place
> in, with occasional "guided tours" for those that need some inspiration.

Put that on a bumper sticker, and I'm sold! :)

-- 
Sean Howard



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