[MUD-Dev2] [DESIGN] NPC-oriented gameplay and XP model: GURPS/EveOnline vs. D&D/Diku

cruise cruise at casual-tempest.net
Tue Oct 9 10:27:26 CEST 2007


Thus spake Mike Rozak...
> However, while fine tuning the game, I've noticed that the in-game rewards
> tend to be implicit, and that explicit rewards are far and few
> between. The difference is an adventure game (where rewards come once
> an hour-ish) vs. a  CRPG (with rewards for actions coming every few
> minutes). Thus, I'm considering handing out XP for actions, rather than
> per-day.

Why is this a problem? Why is the rewards being implicit a bad thing?

Personally, this sounds like an excellent system as it stands. Does it
not feel fun? Or do you think that explicit rewards are necessary to
retain interest?




More information about the mud-dev2-archive mailing list