[MUD-Dev2] [DESIGN] Removing the almighty experience point...
cruise
cruise at casual-tempest.net
Mon Jul 30 17:11:03 CEST 2007
Thus spake Travis Casey...
> On Jul 26, 2007, at 12:50 PM, Nicholas Koranda wrote:
>
>> * Original Poster: Vincent Archer
>> * archer at frmug.org
<snippage>
>> If you plan a level 40 cap, you have to come with at least
>> 780 different achievments, just to have at least enough to finish
>> each level in turn, and the amount you need to design grows with the
>> square of the level cap.
>
> If you want every achievement to really be unique, then you'll probably
> have to come up with a lot more than that, if you want the game to have
> any replay value. Further, if you want some achievements to be specific
> to classes, races, professions, etc., then that will raise the number of
> achievements needed even further.
>
> Can you come up with 30 different achievements that are *really*
> different, and don't just fall into a handful of patterns? When you get
> right down to it, "achievement" is nothing more than a broader term for
> a quest... the "quest" may be more generic in some cases than we usually
> see (e.g., "defeat a monster of level X+", or "create an item that
> requires skill level Z"), but they're the same type of thing. That
> leads me to suspect that we'd see the same thing happen with
> "achievements" that already happens with quests: what's supposed to be
> a unique and interesting experience becomes a pick from a grab-bag of a
> few types.
This, I'm starting to think, is the bigger problem than the method of
advancement. Not how you advance, but *what you have to do to advance*.
>> Some players will also find themselves locked out of higher levels.
>> Unless they manage to master enough aspects of the game, it is
>> physically impossible for them, no matter how long they can play per
>> week, to access the higher end of the game (the elite syndrome: only
>> "skilled" players can be of high level), which might discourage
>> players.
>
> ... or get someone else to level their characters for them, or help them
> level. If you want to lock lesser-skilled players out of higher levels,
> you'd need to either allow losing levels (so that poor play of a
> high-level character would cause it to become lower level), or eliminate
> character levels entirely and make the game rely purely on player skill
> (so that in order to handle difficult areas, you have to have the skill
> to do it yourself.)
Is this necessarily a bad thing? It would certainly be a very different
type of game, but one that might well appeal to a different group of
players. It's bassicaly how games like counter-strike work, and they are
far from unpopular...
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