[MUD-Dev2] [DESIGN] Removing the almighty experience point...
Vincent Archer
archer at frmug.org
Fri Oct 5 09:29:59 CEST 2007
According to cruise:
> Thus spake Caliban Darklock...
> >A player does game-prescribed things to earn advancement for his
> >character.
>
> No, he doesn't That, I think is the fundamental disconnect here. The
> player /does not earn advancement/ in this system.
Actually, nothing says that the player does not advance with levels.
He certainly can. The achievement system requires an increasing difficulty
in game, which in turn requires advancing your character. If your
power doesn't come from levels, then it has to come from something else.
But yes, in essence, I would probably tie a lot less of a character's
power in the level, and more in other forms. Equipment is a good place.
> >You're trying to decouple advancement from enjoyment,
>
> Looks like you're getting the idea at last :P
Yup. Enjoy the game, and you will advance.
> >but to the vast majority of players, the advancement IS the enjoyment.
>
> This system is not for those players.
Actually it is. The problem is that the achievement system will not give
them a steady diet of small advancement stuff. You need to strive for
your advancement. You can't take the easiest mob, and say, I'll kill them
for 1h or so for some xp. You need to achieve something special, something
you haven't done before.
So the system is for people who want advancement. It is not for people
who think advancement comes from doing simple and easy thing over and over.
--
Vincent Archer Email: archer at frmug.org
All men are mortal. Socrates was mortal. Therefore, all men are Socrates.
(Woody Allen)
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