[MUD-Dev2] [Design] 4Cs (was Who to design for?)
Sean Howard
squidi at squidi.net
Fri May 25 13:09:00 CEST 2007
"Peter Keeler" <scion at divineright.org> wrote:
> 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.
Really? I'm not really seeing people flocking to PlanetSide, Auto Assault,
or Dungeons and Dragons Online - and let's not ignore the overwhelming
success that was Star Wars Galaxies' attempt at twitch combat. MMOG
preferences skew entirely towards a lack of twitch.
I don't think the "commando" player truly exists. It's a preference for a
type of game, like one prefers science fiction to fantasy, and not some
deep seeded way one plays. There are plenty of PvPers that could be
consider commandos that enjoy non-twiched, but competitive and intense
games none the less.
> 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.
> ...
> The missing element is that the world is not persistent.
I'd say a (mostly) persistent world is a minimum to describe something as
massively multiplayer. Leaderboards don't make a game multiplayer because
each play does not affect every other player's game session.
--
Sean Howard
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