[MUD-Dev2] Specialization

Paolo Piselli ppiselli at yahoo.com
Tue Feb 12 16:22:39 CET 2008


> 
"Damion 
Schubert" 
<dschubert at gmail.com> 
wrote:
> [good stuff]

Excellent post, but I think there is the caveat that most players enjoy and spend a significant amount of time soloing, and for this purpose must be at least be situationally self-sufficient without eliminating the variety, complexity and inter-dependencies in a group context.  The answer (which WoW to a large degree got correct, and IMO is what sets it apart from the EQ style forced-grouping or the UO style uber builds) is to separate the solo context and the group context (in WoW's case by world vs dungeon content) such that each player is self-sufficient, but can *electively* enter into a situation that requires interdependence.  A player forced into a role feels like a conscript, where as a player whose choice is a role is a companion.

-Paolo





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