[MUD-Dev] I Want to Forge Swords. [Another letter to game

Batir batir at frontiernet.net
Mon May 7 15:13:19 New Zealand Standard Time 2001

----- Original Message -----
From: "Auli" <auli at bellsouth.net>
To: <mud-dev at kanga.nu>
Sent: Sunday, May 06, 2001 13:04
Subject: Re: [MUD-Dev] I Want to Forge Swords. [Another letter to game

> S. Patrick Gallaty wrote:

>> Sticking to the point originally made - which I don't feel you have
>> really addressed, is that trade skills are enhanced by
>> localization.  You may disagree with localization for other
>> reasons, but that doesn't change the fact that it enhances trade
>> skills this way.  As with other complex elements of mmog, some
>> goals are (partially) contradictory.  Some needs are exclusive.

>> Given your own constraints, I would suggest that the 'travel
>> tedium' element so prevalent in everquest does not categorically
>> need to be a component in any localization designed to enhance
>> tradeskills.  One can localize resources in some other way, plenty
>> of ideas come to mind without really thinking hard about it.

> Perhaps if the original article had been entitled "The ONLY Thing I
> Want to is Forge Swords" I would agree.  Unless you are literally
> building a trade skill simulator as the primary focus of your game
> then I think my points are still valid.  <Snip> >Allow me to
> re-quote Mr. Ming:

>   "We would like to be known as the best bronze smith in Three
>   Creeks, or the only certified droid tech on Revoli Seven. If
>   popping from location to location is too easy, then people will
>   not settle down and call one location home."

> The question becomes 'what good is it to be the best bronze smith in
> Three Creeks?'  Assuming extremely limited transportation system who
> now lives in Three Creeks?  In Everquest if Mr. Ming were a gnome
> and he was the best bronze smith in Ak'Anon exactly where is the
> community to buy his wares?  They certainly aren't in Ak'Anon, the
> place is a ghost town.  <Snip>

> While it may be true that localizing resources may localize
> craftsmen to a certain extent, remember he wants to forge swords.
> What good is a sword to a community of blacksmiths?  The adventurer
> who is playing the central theme of the game isn't part of that
> comunity anymore, he's moved off to find his adventure and he can't
> get home.

I'm sorry, but all I see here is that EQ doesn't live up to be the
type of game I'd want to develop, or play.  I know Sie Ming well
enough to know he is not asking for a game centered around crafters.
As you said, who'd buy the stuff?  What he is asking for, or at least
my interpretation of it, is for a game that is not so completely
centered around monster bashing to point where anything else is
secondary.  He is asking for a world that allows for more then
bashing.  He is asking for the same amount of attention given to
combat skills be given to the so called secondary skills.  Most games
have many paths for those who want to fight, but only a couple for
those who want to build.  In UO you have 5 combat skills that deal
direct damage, and a host of supporting skills that aid those main
skills.  Then, you have the single skill of blacksmithing, and the
single skill of carpentry, and the single skill of fletching, and so
on.  No skills to aid these skills?  No choices as far as career
progression, other then following the linear path. That is what he and
I complain about.


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