[MUD-Dev2] [DESIGN] Removing the almighty experience point...
Caliban Darklock
cdarklock at gmail.com
Fri Sep 28 18:19:33 CEST 2007
On 9/24/07, cruise <cruise at casual-tempest.net> wrote:
>
> Which of course is sooooo different from how the the current XP system
> functions...
You do remember that I'm saying your system is JUST LIKE the XP
system, right? You've taken the flawed system you don't like... and
added a new flaw!
> If the
> repetativeness of this system is a turn off, the problem is
> exponentially worse for the standard XP/levelling system.
No, no, no. The problem is that your system forbids actual repetition,
but must inevitably become repetitive anyway. You are making a promise
to the player which you can't keep. This cannot end well.
> "Every revolutionary idea seems to evoke three stages of reaction.
What exactly is revolutionary about this idea?
A player does game-prescribed things to earn advancement for his
character. After he has done it once, further repetitions are worth
less, until eventually the task earns no advancement at all.
Changing "eventually" to "immediately" is not even remotely
revolutionary. It's a minor change to the existing system. It doesn't
even solve or fix anything.
> It's still just as enjoyable as it was before, unless the only
> "enjoyment" was the reward
That's black and white thinking. If ANY of the enjoyment comes from
the advancement, it's now less enjoyable. You're trying to decouple
advancement from enjoyment, but to the vast majority of players, the
advancement IS the enjoyment. For those who don't enjoy advancement,
this kind of game is usually stupid and pointless - and even if
they're on your server, they're not playing your game.
> You're telling us the problem is a nail. We're trying to explain it's not :P
See up there where I described the XP system, and it was still an
accurate description of your system?
IT'S A NAIL.
> Out of curiousity then, what would a "reward system" look like? Since to
> me an XP system fits that box nicely.
I think the distinction is stupid. Whether it's "award" or "reward" or
"achievement" or "advancement", it's still just "do this and you'll
get something for it". You can play all kinds of metagames about how
the different kinds of "something" alter gameplay, but it's just
bullshit. Yes, the campaign is different if you hand out XP or GP or
magic items or little satin ribbons, but it's still the same "have a
treat" system we use with dogs - and your system looks very much like
a "bad dog no biscuit" method of forcing players into the behavior you
find desirable.
Players hate that. A lot. It's a Bad Idea.
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