[MUD-Dev] Re: The Future of MMOGs... what's next?
talanithus at mindspring.com
Thu Jun 13 17:07:33 New Zealand Standard Time 2002
From: "Amanda Walker" <amanda at alfar.com>
> Why not? There are a number of hidden assumptions here that I
> think are not at all given. Examples:
> - Game play can affect player abilities ("leveling"). Easy to
> fix, toss out the ideas of levels and experience points. I've
> had problems with the whole concept from the days of D&D onward,
> and even in paper RPGs the groups I played with never paid much
> attention to it. I don't think there's anything that *requires*
> the whole xp/ability cycle to make a game fun.
> - Items/objects from a private world will unbalance the main
> one. Why? Who says that ray guns have to work against dragons?
> A user may create a piece of content where their assumptions do
> apply, but nothing says that they have to apply in the areas
> that you (or anyone else) control. You could even make this a
> feature: consider a plot device similar to Zelazny's "Amber"
> books: "dang, I forgot that gunpowder doesn't work in this
> If MUD admins can let other people be wizards who can create
> content, thus making that MUD more fun and engaging, I see no
> reason the same can't be true for MMO games.
Excellent examples, thank you Amanda. I also posted a few other
ways to combat these issues in a previous thread. Basically, the
concept that allowing players creative power in a world will
unbalance and created the potential for abuse is only true if the
developers allow it to be. The key is to allow *limited* control
that gives creative access without unbalancing the game. Yes, it is
a tricky situation, but certainly not an insurmountable one. And
isn't the pay off worth it? Nothing keeps a player interested in a
game as much as ownership, and this is ownership taken to the next
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