[MUD-Dev2] The Future of Quests
Threshold
mlist at thresholdrpg.com
Thu Jan 1 17:52:36 CET 2009
Eric Lee (GAMES) wrote:
> Ok, if that term has a narrow technical definition then I'm fine with not using it.
>
> Anyone want to offer a technical term to describe the phenomenon of procedurally-generated quests being really easy for players to spot, and said quests quickly becoming the object of scorn and ridicule because they're *trying* to act like they have real emotional content in them but it's painfully apparent to everyone that it's not genuine emotion?
>
Fakery.
Fraud.
Disingenuous.
The problem here is not that these procedural quests were SO CLOSE to
seeming "real" that their minor differences stood out. The problem is
they are OBVIOUSLY fake, and the fact that they try to play themselves
off as not fake is insulting to the player.
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