[MUD-Dev2] [DESIGN] Removing the almighty experience point...
Vincent Archer
archer at frmug.org
Sat Sep 22 15:36:05 CEST 2007
According to Michael Chui:
> Rewards do not an achievement make.
>
> Reward: "You did X, Y, and Z? Good boy! How about I let you take the
> family car for a spin?"
> Achievement: "I want to use the family car. In order to do so, I have to
> do X, Y, and Z."
Strictly speaking, the two examples above are the same :)
Reward: "To get A, I do X, Y and Z. Until I've done so, I can't get A"
Achievement: "I've done X, Y and Z. See, I did it"
In the context of classic MMORPGs, level is used as a reward rather
than an achievement. The level unlocks abilities:
- additional hit points,
- stamina pool or mana levels
- new spells or skills
- new quests
- level-limited items
- better hit formulas against mobs
As the level is also the only reference people can see on your
character, they also use it as a measure of what you should be able
to do, in order to determine if they can invite you. So, level is
simultaneously a reward (for you) and an achievement ranking (for
others).
With all the problems that using an easily obtained reward as an
achievement ranking creates (people assuming a minimum ability, when
the level is only weakly correlated with ability due to bottom feeding).
More information about the mud-dev2-archive
mailing list