[MUD-Dev] Story Implementation

Jeff Freeman skeptack at antisocial.com
Sat Dec 8 16:42:57 New Zealand Daylight Time 2001


From: Marian Griffith <gryphon at iaehv.nl>

> The reason why quests are closed, linear and repetitive is because
> players must, by nature of the current muds, be unable to alter
> the game world. Every new player must experience the same game as
> every other player that has gone before her, with the same
> difficulties, the same challenges and the same rewards.  There are
> good reasons for this, but they make for a game that can not
> fundamentally be changed by the players.

Ironically, current MMO's even fail at this.  They get all the
negative aspects of static quests and don't even accomplish what
they were trying to accomplish in the first place.  i.e. The play
experience for a person starting on Launch Day doesn't even remotely
resemble the experience of someone starting the game a year later.

Although, personally, I think players tend to improve the newbie
experience, much as the folks running the game fight them over it.

> You can not, on the other hand, burn down even the smallest state
> in the US even if nobody tried to stop you.

Sure, but making the world so big that nothing the players do really
matters introduces new problems (due to the world being So Big, that
is), and might *still* leave the players feeling like nothing they
do really matters.


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