[MUD-Dev] Interesting things to do (was: Player Accounts on a Non-Commercial MUD)
johnbue at msn.com
Fri May 3 08:13:49 New Zealand Standard Time 2002
Damion Schubert writes:
> From John Buehler
>> My opinion is that if players had something else interesting to
>> do, they wouldn't reverse engineer the systems so much. Some
>> certainly would, but reverse engineering is a mainstream
>> occupation for players these days. That's one way to get them to
>> *want* to do things other than reverse engineer your systems.
> Interesting assertion. My experience has been quite the opposite:
> when you give players something interesting to do, the first thing
> they'll do is reverse engineer it so they can figure out how to
> most effectively and efficiently disassemble that system. Call it
> cheating and rolebreaking, or call it strategy and tactics, but it
> is a fundamental part of MUDplayer nature.
1. If you give players new content, they will experience that new
content the way you intended for some period of time. Then they
will reverse engineer it because there is no longer value in just
experiencing it - in games that are achievement oriented. Some
players will choose to pursue the revere engineering task
immediately because that is a big reason why they play the game in
the first place. There is a notoriety in doing the reverse
engineering first, more completely, etc. This is the
2. Give players a game which is not focused on achievement, such
that doing something more efficiently gives you nothing in return.
In fact, it will give you less. It's like running through the
National Museum of American History. The more efficient you are,
the less entertainment you find. The reward for reverse
engineering vanishes, and as a result, only those who actually
enjoy reverse engineering for its own sake will do it. I maintain
that that is a much smaller number than the number of people who
would like to just enjoy the experience that the game presents.
3. Do people reverse engineer simulators? They tend to be so
involved and provide so little information about how they work
that nobody wants to tackle the challenge of reverse engineering.
I've talked about discrete versus continuous functions in the
past, and I think it's another tool towards both providing
entertainment as well as limiting the possibility of reverse
engineering. Oh, and this goes hand in hand with not lifting the
hood and letting people see all the numbers that drive your game.
Do that and you're inviting them to reverse engineer your systems.
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev