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RE: [MUD-Dev] Justifying twinking
-----Original Message-----
From: Raph Koster [mailto:rkoster#austin,rr.com]
>Damion Schubert once said to me, "I want a newbie to see the coolest thing
>the game has to offer in the first session. Imagine if they saw a dragon
and
>helped kill it on the first day." (Very rough paraphrase here). He's dead
>right. That first play session, before they make that decision to
>emotionally invest in the game, needs to be awesome.
Nutshell version:
(a) If a player makes a friend the first day, he will log in the second
day. If a player logs in the second day and his friend is there, he is
very likely to stick around.
(b) _Witnessing_ the death of a dragon has got to be more impressive
than _killing_ giant rats with a newbie sword. Even if you're just
the drummer boy.
(c) Tutorials suck. They aren't effective. Most people want to skip
them. They are usually easy to break. They are condenscending. A
real person is a better teacher than a tutorial (most of the time).
QED: Pairing up a newbie with a high level character is a good thing.
The trick is to make the high level character want to have the newbie
around.
--Damion
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- Thread context:
- [MUD-Dev] Fun and Learning in games,
Draymoor fibhufky@erols.com, Wed 19 Apr 2000, 18:55 GMT
- [MUD-Dev] Game Law Example (fwd),
J C Lawrence claw@cp.net, Wed 19 Apr 2000, 02:24 GMT
- RE: [MUD-Dev] Justifying twinking,
Schubert, Damion dschubert@origin.ea.com, Wed 19 Apr 2000, 00:02 GMT
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