[MUD-Dev2] The Future of Quests

Tom Hudson hudson at alumni.unc.edu
Tue Nov 25 10:11:47 CET 2008


When I was playing Eve, the most important things for the Corp (outside
standard chat-channels-and-guildhall equivalents) were
 - teamspeak / vent
 - a killboard & forums
Voice comms supported high-intensity operations in a way that chat wasn't
fast enough for (yes, Eve combat can be very twitchy), and the killboard +
forums gave us asynchronous comms and status tracking. Fine grained control
of many separate hangars in guildhalls, and ease of transferring assets
between players, also supported the cooperation that goes on in a guild.

So, this is all very standard guildy stuff. Also useful were the ability to
set standings with other corps or alliances of corps, and to open up
arbitrary chat channels with limited membership in game (so we could set up
e.g. a regional defense intel channel between a bunch of loosely-allied
alliances).

We were definitely atypical, though, since we were a "Roleplaying" corp,
which in Eve-speak means we bought into the backstory and 'allied' ourselves
with one of the NPC factions, picking fights with RP corps nominally allied
to enemy NPC factions. RP corps tend to be one or two orders of magnitude
smaller than the big groups that forge their own stories out in 0.0

(This, to me, echoes some of the support structures in A Tale in the Desert,
which did more in some ways for enabling groups to set goals and track
progress.)

Tom



More information about the mud-dev2-archive mailing list