MUD-Dev
mailing list archive

Other Periods  | Other mailing lists  | Search  ]

Date:  [ Previous  | Next  ]      Thread:  [ Previous  | Next  ]      Index:  [ Author  | Date  | Thread  ]

Re: [MUD-Dev] Elder Games



[Caliban Tiresias Darklock:]

 >I think one of the things you can do, in very general terms, is to make
 >some ongoing inexhaustible aspect of the game a lot of fun but completely
 >level-independent. For example, one thing I find annoying about a lot of
 >games is the static environment. You always know that if you go three steps
 >north of town, there will be some specific area. That shouldn't always be
 >true... once someone maps out the whole game, the exploration aspect is
 >gone. If the game remaps itself somehow, then it remains explorable
 >forever. Keep some small core area static, and let everything else be
 >amorphous. 

As a player, I think I'd hate it if normal terrain areas changed on me.
Areas inside strange puzzles, fine, but not the main terrain. Unless of
course you have some good in-game reason for things changing. What I
would rather have is new terrain to explore, whether it be manually
created by builders or automatically built by some good terrain
generation stuff.

--
Don't design inefficiency in - it'll happen in the implementation.

Chris Gray     cg#ami-cg,GraySage.Edmonton.AB.CA
               http://www.GraySage.Edmonton.AB.CA/cg/


_______________________________________________
MUD-Dev maillist  -  MUD-Dev#kanga,nu
http://www.kanga.nu/lists/listinfo/mud-dev




Other Periods  | Other mailing lists  | Search  ]