[MUD-Dev2] [Design] 4Cs (was Who to design for?)

Peter Keeler scion at divineright.org
Thu May 24 16:44:13 CEST 2007


Sean Howard wrote:
> "Mike Sellers" <mike at onlinealchemy.com> wrote:
>> Commando - low-time, aggressive.  Sometimes you just want to shoot
>> something. :)  This focus is barely supported in current MMOs.
>
> I would not describe anybody with a low commitment as aggressive. This is
> where I think your system falls apart. But since your system does make a
> distinction between the two or three more common MMORPG player types, I
> guess it is probably good enough for practical purposes (as long as those
> three common types remain the only three common types).

I disagree. I'd consider myself a "commando". Because "this focus is
barely supported in current MMOs" I fire up my copy of FEAR and go shoot
some people instead of playing a MMO. Mike was right to add this
category because if an MMO supported the more twitchy FPS style of
gameplay, then folks like me who like that enjoy that style of gameplay
would play the game. As it is now, I play a lot more FEAR than I do any
MMO. Ever since I graduated from college and got a job, I haven't been
able to justify spending the time required for an MMO.

It only sort of barely qualifies as an MMO, but one might consider
ranked Battlefield 2 servers as the MMO for the "commando" style player.
You have an achievement ladder where you earn medals and upgraded gear,
but you can still hop on and play casually (and effectively) without a
major time commitment. You can group or go lone wolf. Your achievements
are persistent as long as you play on ranked servers. The missing
element is that the world is not persistent.

   Pete



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