[MUD-Dev2] Player Choice - How Much is Too Much?
Jean, Yannick
yannick.jean at cgi.com
Tue Nov 27 13:21:36 CET 2007
John Buehler wrote :
> (...)
> So I would claim that it's not an issue of removal so much as an overall
> pattern of designers walking players into dead ends in the structure of
> their entertainment. Imagine if there was a den of progressively more
> difficult monsters, and a group is fighting their way to the climax of the
> encounter when they enter a cavernous room and...
>
> They find a couple of standard NPC merchants. (...)
Perfect description of what current MMORPG end-game feel for the
almost-exclusively soloing Joe Average.
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