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

Mike Rozak Mike at mxac.com.au
Thu Oct 11 13:26:16 CEST 2007


Cruise wrote:
> 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?

That's a loaded question(s):

First as far as what *I* find fun: IMHO, I'd like to take Oblivion (or even 
WoW) and remove most of the monsters. Make it a game about discovery. To me, 
the monsters get in the way, and are something I'd rather not deal with.

About "not feeling fun": That's a tricky one. I don't think I can accurately 
judge if my game is fun since it's about discovery and puzzles, and I 
already know about everything in the game, so there's nothing to discover 
and no unsolved puzzles. (Plus, there isn't much content yet either.)

Would other people find my game (as is) fun?: That's why I was asking about 
explicit XP rewards. Personally, I don't need them, but I notice that an 
awful lot of games have them. If I role-play an achiever (in my mind), I can 
see how more explicit rewards would help them. 




More information about the mud-dev2-archive mailing list