[MUD-Dev2] [DESIGN] Spore and MMOs
cruise
cruise at casual-tempest.net
Tue Aug 28 12:11:22 CEST 2007
Thus spake Michael Chui...
> I see two paths for this. One is the "truly single-player" approach. In
> this case, you'd be doing what Spore is doing: making stuff, uploading
> it to a server for inclusion into others' games and that'd be the end of
> your contribution.
I see this only as an automation of the mapping/modding scene that
already exists, really; that has been happening for a long time.
> The other is a kind of PBEM/Hotseat Civilization-type of approach,
> wherein there are periodic updates of changes. For instance, consider a
> game of Battlefield played across a couple dozen sessions of
> Counterstrike, each session involving different groups of related and
> allied persons. You'd have specific missions: essentially, "Capture this
> point." and the outcome would be saved and the next group to play would
> have to deal with it thusly.
This I do like - the recent discussions on griefing and socialisation
generally ended with calls to "instance" or cluster similar playstyles
together.
This seems an excellent way to do that - each server or instance can
register with a central server, and the results of each round, raid or
mission can be collated.
In fact, it seems an excellent way of combining multiple different
gaming genres - strategy and FPS are the obvious mixes, but even
something like adventure games could be included with a bit of thought.
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