[MUD-Dev] SOC: Will company sanctioned cheating hurttheMMOcommunity?

John Buehler johnbue at msn.com
Wed May 18 06:17:58 New Zealand Standard Time 2005

David Wright writes:
> On 5/11/05, John Buehler <johnbue at msn.com> wrote:

>> Create a game that attaches a history to objects - within the
>> game - and you have created an incentive to both gain an item in
>> an interesting fashion and to use it in interesting ways.

>> A player examines a sword and finds that it was purchased for $38
>> on April 6, 2004.

>> A player examines a sword and finds that it was gained by Boffo
>> after defeating the Zazu Orc Captain on Thamis 12, 341.  It has
>> claimed the lives of 65 orcs. It has been wielded by Boffo, Dave
>> Rulz Everyone, and Biffo.

>> And so on.  Whatever historical events might be appropriate to
>> the object.

>> Permit a short description to be written when an in-game event
>> takes place, and you've further incentivized the story-telling
>> aspect of the game (or, alternately, an opportunity for foul
>> language).  But I believe that storytelling has to be supported
>> by the game directly so that the players are reminded that there
>> is value in the history of an object.  Do the same with
>> characters and you've added to their eBay value (for better or
>> for worse).

> I really like this idea of attaching in-game item logs/histories,
> especially if it was implemented in such a way that it contained
> both game generated entries (when it was initially looted, by who,
> how much blood it has shed, what trades and by who and what was
> traded for it (assuming its a tradeable item), etc) and write once
> character comments... sort of engraving your own history upon an
> item ("in the month of Oct, on the 3rd day, of the year 872, this
> sword tasted the blood and felled the great dragon Ysorh of the
> Black Mountain").

> It has the potential to provide great roleplaying and lore
> aspects, and further a more practical way of identifying potential
> trade scams and other potentially ilicit activities without
> involving CS or other developer involvement.

> Sort of like requesting a title history before you purchase a used
> car.

I'm glad you like the general idea.  Remember that as soon as you
give some rope to your players, they will start eyeing nearby trees
limbs and other players' necks.  In other words, think of all the
unpleasant things that could be written into an item's history -
whether intentionally unpleasant or not.  I was hinting at that
problem when I included the player name "Dave Rulz Everyone".

If you trust your players, then this is less of an issue.

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