[MUD-Dev] Star Wars Galaxies: 1 character per server

Marc Fielding fielding at computer.org
Mon Jan 13 23:33:11 New Zealand Daylight Time 2003

[ Michael Tresca ]
>> Given that friends and achievement are possibly the strongest
>> retention factor in a game, this is a nasty, unfair choice to
>> offer.
> People make this choice all the time?  It builds character, it
> forces you to deal with the character's flaws rather than discard
> them.  To put it another way: it IS limiting playstyles and that's
> an intentional choice.  It's on purpose.  It's a limitation on a
> game that's deemed justified (in my mind anyway) to increase
> diversity later.
> I see MCS as having your cake and eating it too -- it's like being
> in college forever, on your sixth degree and you're 50 years old.
> We all wish we could dabble in EVERYTHING.  Not everyone can, not
> without consequences.

It may "build character", but is it fun? SCS is an attempt to fix
various (negligible) "abuses" of gameplay by a minority of players
at the expense of a popular playstyle for a casual gamers.

> I just had the shocking realization that perhaps this is because
> the adolescent population is really not happy with the idea that
> they have to choose a "job" or "career" path when their real lives
> may not have gotten to that point yet and they don't want to be
> saddled with such a long term decision.  Hmmm.

MMOG games are about escapism. Yes, there need to be rules and
restrictions, but playing it doesn't need to be *work*.


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