[MUD-Dev2] [DESIGN] Player-generated content
John Buehler
johnbue at msn.com
Wed Oct 17 10:32:06 CEST 2007
Vincent Archer writes:
> According to John Buehler:
> > This is the sort of thing that causes me to believe that
> > achievement-based games are inherently limiting to game designers.
> > They have to concoct schemes that prevent players from violating the
> > sacrosanct tenet that achievement must be earned. It's not only a
> > treadmill that must be run, but it must be run in a specific way.
> Actually, it's a bit more complex than that. The tenet isn't that
> achievement must be earned, it's that achievement must be earned at
> so-and-so speed, and not too much faster, nor too much slower. Player
> will make a model of expected "xp speed", then loudly complain if an
> activity yields too little compared to that model, and scream "cheating"
> if another yields far more than this model. Or, at best, they're going
> to complain that they are "forced" to pick the fastest method.
Yep. Pace is part of the "specific way".
> > I'm wondering if achievement entertainment shouldn't always be
> > predicated on player skill. Achievements based on character 'skills'
> > certainly make a product marketable, but I wonder how far the genre
> > can go with that approach.
[snip]
> Achievement based on player skill is much, much more
> enjoyable, but carries with it the risk that, at one point, the player
> will find out that he cannot progress further, and will be tempted to
> drop out as a result.
That is true when the game entertainment is structured around the
*progression* of player skill. As opposed to the *use* of player skill.
As an example, people play Bridge all their lives, getting only marginally
better once reaching a certain plateau, and never reaching competitive
level. But they keep playing. Why? Because Bridge itself is entertaining
to players who want to use their skills. Probably also because it is an
opportunity to socialize. Otherwise, they'd play some form of Solitaire.
If physical combat in an MMO required player skill, players would build
their skills until they reached a plateau. Then they would find others who
could fight at their skill level and just enjoy the game for what it is. No
recognition of achievements by the game is required. But if the players
don't find the use of their skills in the game world entertaining, then once
their skill plateaus, the entire game becomes a non-experience and players
will drop out.
JB
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