[MUD-Dev2] [DESIGN] Player-generated content
cruise
cruise at casual-tempest.net
Thu Oct 4 09:59:31 CEST 2007
Thus spake John Buehler...
> I think that the need to rate the difficulty of a task is declaring a
> problem. It suggests levels. If not levels, then at least it suggests that
> the game world is not intuitive to the players. The level scenario is the
> worst, of course, where players are intent on tuning the exact experience
> that they go through in order to efficiently advance. I've ranted on that
> before and I won't again. In general, though, rating the difficulty of task
> should be intuitive.
This is a useful insight - I likewise much prefer level-less systems,
yet I hadn't managed to make this final connection. Interesting how
ingrained thinking in levels is...
> If a task sends me into the local forest to find an herb, I shouldn't have
> to worry about being attacked. Except by the traditionally-aggressive
> denizens of a forest, which actually only act in defense. If a task sends
> me across the world through the lanes of commerce, I should expect to keep
> on my toes. The ship I'm on might be attacked by bandits, but I would
> expect the ship to have proper defenses for such things. The very existence
> of those defenses should tell me something, too. If a task sends me into
> the Haunted Castle far off in the boonies, I should expect that I'm going to
> run into something unpleasant.
The only objection to this is the scenario Tom Hudson gave in his reply,
about deliberately setting up traps for players sent on your mission -
I'm not entirely clear on what the trap-setter gets out of it, except
what any griefer gets, but it's still a possibility. While that's the
nature of the world in Eve, and so is arguably a non-issue there, it may
well be in other, less...cynical...worlds :P
> Per the Eve Online example, market forces decide when a task is worth the
> effort. And market forces change over time, which is part of the beauty of
> Eve Online. They address the issue of rating by saying how many contracts a
> given player has issued/filled and leave it at that. Players don't bother
> gaming that aspect as far as I know because there's really no value in
> gaming it. Players abuse systems when achievements are on the line. Games
> that are predicted on achievement invite such attention from players.
> Levels. Grrrr.
Interesting. I seem to have acquired from somewhere the inherent belief
that players would be abuse such a system to twink their new
toons/friends, and that this must be discouraged. Now I actually stop
and consider it...why do I care? Why is it such an issue having an
experienced player give a helping hand to newer ones?
The feeling that that isn't "fair" seems to extend from the feeling that
the other player has "acheived" something they haven't earnt; something
that is redundant in a non-achievement based game.
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