[MUD-Dev2] Player Choice - How Much is Too Much?
Christopher Lloyd
llocr at btinternet.com
Thu Jan 3 17:17:18 CET 2008
--- Miroslav Silovic <miroslav.silovic at avl.com> wrote:
>
> And it works for Guild Wars. Holiday events became something that
> players like and expect. They also have in-game lore that translates
> real-life events into the game-world equivalents (Halloween -> Return
> of the Mad King, New Year -> Wintersday, Chinese New Year -> Canthan
> New Year).
>
I do like this approach. If you're going to be spammed with players
wishing each other Happy Halloweeen, then it's not a bad idea to listen
to what they're interested in and meet (surpass?) their wishes.
Then there are other more in-game events. Discworld MUD has a (roughly)
annual Witching Trial, where players compete to appear to be the best
witch (a game of psychology rather than anything else).
Whilst I haven't played Guild Wars, I do appreciate a game with a
proper plot. Does anyone happen to know the ratio of competitive team
players vs co-operative team players? I'd be interested in knowing. As
I understand it, playing co-operatively is akin to playing a
single-player game, with several players (c.f. Baldur's Gate).
How important is background plot to players? One interesting
side-effect of worlds with smaller player bases (MUDs generally) is the
chance to get your own name in the history books. Unlike WoW, The
Matrix Online and Guild Wars, if the player base is only ~10,000, and
the number of truly active, involved players is ~500, there's actually
a very good chance that you'll be able to take part (or even lead) a
portion of the world's plotline. Even more so if you're a
guild/city/clan leader, or at the top of the ladder for your class.
C.
--
Christopher Lloyd
Email: crl199 at alumni.soton.ac.uk
Tel: +44 (0) 7718 542837
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