[MUD-Dev2] [DESIGN] Rewards

cruise cruise at casual-tempest.net
Thu Apr 26 10:42:36 CEST 2007


Thus spake Sean Howard...
> 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.

Cue lots of pyschological stuff value about not appreciating something 
until it's threatened :P

> 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.

Balancing what is gained by what is risked is much of the problem. 
Arguably, most current MMOG's don't offer enough ways to gain from 
social interaction, therefore the negative effects seem too high.

> 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.

But no less ingenious.



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