[MUD-Dev] Effort to produce a quest
Mike at mxac.com.au
Sun Nov 27 09:54:36 New Zealand Daylight Time 2005
Damion Schubert wrote:
> Instead, try to subdivide your experience in some way.
Thanks, now I see where you're coming from.
> Different strokes for different folks. It took me a long time to
> realize that I don't like quests that fork because I'm a
> completionist - I want to see ALL the content, I don't want to be
> forced to have to see only half of it - the funny writer might
> have written the OTHER half!
I often find myself trying to complete every quest and investigate
every nook too. However, forcing/coaxing players to do the same
ultimately diminishes their range of choices. Given my current plan,
I assume that players that want to "see it all" will need around
four characters, although schedule constraints might reduce this
Does anyone know/guess what the breakdown in player personalities
w/respect to "personally compelled to try every path" is?
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