[MUD-Dev2] genre vs creativity [was: Rant against Vanguard]
cruise
cruise at casual-tempest.net
Mon Mar 5 10:14:04 CET 2007
Thus spake Damion Schubert...
> As for item-centricity -- we give 'em because people like 'em. They
> satisfy
> all of the player types: They provide far-reaching goals to Achievers,
> additional
> power to Killers, new character building options to Explorers, and unique
> visual appearances for Socializers. In fact, few other features cover as
> many bases as items do.
But, as they're currently implemented, they can't do all of that /at the
same time/. And it's probably impossible to do so with any implementation.
If an item is the most powerful, then players will feel it necessary to
get (except for the most ardent of socialisers), so it would no longer
be unique. If it isn't the most powerful, again, why would anyone
use/wear it? I still remember the "attack of the clones" feeling in
Anarchy Online as everyone had the same ub3r l00t.
Most items are restricted by class/level/skill and so aren't available
to all if they want a certain "look." Again, this hurts socialisers most.
Generally, in fact, the current implementations leave those who want to
use costume as a social tool rather bereft. Yet, there are already many
ways for players to gain power - why add yet another?
Unique items can still be goals for Achievers, character options for
Explorers and visual appearance for Socialisers even if they have no
effect on character power or abilities.
> I wouldn't expect games to get less item-centric at all for another reason,
> though -- as micropayment games come into the fore, items are usually
> hot on the list of the things suits want to sell. This isn't something
> that
> thrills me personally, but its probably inevitable.
Why does money have to win out over good game gameplay?
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