[MUD-Dev] Removing access to entertainment

Damion Schubert ubiq at zenofdesign.com
Mon Dec 8 09:26:57 New Zealand Daylight Time 2003

From: John Buehler

> I've noticed that through time games have begun to eliminate the
> annoyances of previous games.  One such example is a difference
> between EverQuest and Dark Age of Camelot.  EverQuest assigned
> weight to money.  Dark Age of Camelot does not.  In EverQuest,
> there were times when I had to carry so much money that I would
> drag my character from point A t point B.  And just transferring
> cash for purchases got to be a hassle.  In Dark Age of Camelot,
> money has no weight, so money never becomes a burden, literally or
> otherwise.  I believe that Mythic chose to go that route because
> heavy money is a barrier to their ability to provide the
> entertainment that they want to provide.

> Again, just becomes something is challenging doesn't mean that
> it's entertaining.

Very true, but at the same time, I just want to stress that many
times, the designer's first impulse is to rip out something because
it's boring or tedious to the user.  If you follow this stream of
thought to its logical end, then before long you will have Dungeon
Siege, the infamous 'game that plays itself', because everything
that was considered even mildly inconvenient for the user was
automated for him.

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