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<H1>[MUD-Dev] Re: Levels versus Skills</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Levels versus Skills </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 15 Jan 1999 18:53:01 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Fri, 15 Jan 1999 22:15:28 +0000 (GMT) 
Marian Griffith&lt;gryphon#iaehv,nl&gt; wrote:

&gt; On Fri 15 Jan, J C Lawrence wrote:

&gt;&gt; Comments on zero-sum games etc are apt and welcome.

&gt;&gt; The problem with both of course is that they are demoralising.
&gt;&gt; There is no winning, you can only stand still or fall behind.  We
&gt;&gt; can cover up this flaw in #1 by repainting it as "re-inventing"
&gt;&gt; or other cute terms.  The principle remains the same however, the
&gt;&gt; game is regeared to put everybody back at ground zero -- just
&gt;&gt; without making them feel that they've lost in the process
&gt;&gt; (concentrate on the new race/game instead of what is lost).

&gt; Do not most muds already do just this every time they add new
&gt; features, races, classes, areas?  They up the levels in some way
&gt; by increasing the power level acheivable to players.

Yes, but its a finite solution for an infinite problem.

  1) Consider a game X where Tiamat has a strength of 100.

  2) Players play this game and initially are fleas before Tiamat's
might.

  3) Later the same players are able to kill Tiamat with some ease.

Solution:

  Change Tiamat's strength to 1,000.

Problem:

  Sooner or later the cycle restarts from #3 and you need to rescale
Tiamat.  This in turn forms and endless ratrace and all that really
changes is the fact that the numbers get bigger -- but the ratios
stay (mostly) the same.

&gt;&gt; The problem from a game design viewpoint is that #2 is horribly
&gt;&gt; expensive.  It means that you can't just put a game on
&gt;&gt; maintenance, but you have to actually re-write and re-design and
&gt;&gt; re-do the whole damn thing with fair frequency,

&gt; I am fairly sure I do not understand at all why this must be so.

Because every time around the loop yuo essentially have to redesign
your game.  Just scaling the numbers bigger is a very temproary
bandaide.  You have to add new features, new races, classes, spells,
etc etc etc, all of which require reblancing the game (very
non-trivial), active monitoring, and all the other aspects of game
redesign.

&gt;&gt; What's the key problem?  The very concept of the advancement
&gt;&gt; scale.  It just doesn't work over the long term.  It is an
&gt;&gt; evolutionary dead end.  Why?  Because you can't maintain the
&gt;&gt; process that drives the advancement scale.  No matter how hard
&gt;&gt; you try to make and keep the game open ended (which is really
&gt;&gt; what I am talking about), sooner or later, and likely far sooner
&gt;&gt; than later, burnout beckons.  You *have* to divert to softer more
&gt;&gt; organic realms where non-deterministic development is more
&gt;&gt; important than direct comparison and ranking and linear genetalia
&gt;&gt; measuring is no longer your stock in trade.

&gt;&gt; Even then atrophy isn't really a solution.  All it really does is
&gt;&gt; make the scale longer.  Now, instead of being able to climb from
&gt;&gt; 1 to 100 in simple fashion, you're now walking uphill against
&gt;&gt; "atrophy".

&gt; True, though if you manage to separate the power level from the
&gt; player level it should be more manageable I think.  Instead of
&gt; concentrating on ways to make characters weaker you can concen-
&gt; trate on handling the more socially oriented aspect of player
&gt; levels.

Exactly.  You have to get players off the power-is-everything kick
and into less direct interests before the scale runs out.

&gt;&gt; Expressive fertility seems like the real key here.  Have a look
&gt;&gt; at the Walled City in Gibson's Idoru.  Look at the general
&gt;&gt; handling of virtual reality in the same book.  There's a *LOT* of
&gt;&gt; careful, detailed, highly imaginative and really really
&gt;&gt; engrossing (to the people who created those things) expresiveness
&gt;&gt; in there.  Look at the construction and details of the shrine/hut
&gt;&gt; (I'm working on memory here) where she first meat the Japanese
&gt;&gt; fan club contingent.

&gt; The problem of course is getting the players to go along with it,
&gt; especially if there is a ready way for them to prove their worth
&gt; through combat.

I'm going to go out on a limb here:

  I suspect that the main problem with the combat model of most MUDs
is that it is survivable.  What seems the real solution: Make combat
deadly and make combatants very short lived.  Yup, there are people
who try and live/play by killing things.  They don't live long (say
a few days RL time), but they make a lot of noise.  There are also
more moderate players, active in a wide range of areas -- they tend
to live far longer due to the lower risk levels.

The next problem of course is that typically the non-fighters are
perfect and readily available prey for the wanna-be fighters, and
due to the nature of their non-combat lives, and so have no defence
against the fighters (cf you're wonderful Tailor scenario).

Possible address:

  Defence, even against excellant and skilled attack, is easy and
cheap (as long as you are on your own territory), but you *can't*
attack while defending.

  Attack is viciously effective, but only against other attackers.

  The game tracks your attack/defence actions, much in the manner of
UO's reputation system, and players on the negative side can't
defend.

I'm not happy with this, but it seems a start.  Need to think about
this some more.

&gt;&gt; Advancement scales are fun.  That's great, but you have to get
&gt;&gt; people off that bandwagon and into more interesting and less
&gt;&gt; deterministic affairs before they realise that the ladder ends
&gt;&gt; and that there is nowhere to go from there.

&gt;&gt; How to do that?  Make things other than advancement more and more
&gt;&gt; enticing.  You don't want it (non-advancement) TOO enticing too
&gt;&gt; quickly, as the presence of the scale is important.  It gets
&gt;&gt; people playing the game and knowledgable about the game and game
&gt;&gt; world.

&gt; Not to certain this is possible, nor that it is at all important.
&gt; You describe something of the average mush where combat mechanisms
&gt; are absent or rudimentary at best. Players are interested in those
&gt; games and the apparent lack of advancement does not seem to disap-
&gt; point them in the least.  If the game offers many other things to
&gt; do then you should not be surprised that they actually go out and
&gt; do them, nor should you feel that is somehow inferior.  Combat and
&gt; levels need not be the by all and end all of a game.

&lt;nod&gt; Understood.  However in simple numbers combat MUDs are more
popular than MUSHes, and have a much lower barrier to entrance than
such MUShes (anybody can figure out Quake, many never did figure out
Myst).  The trick I'm desribing is how to attempt to make a
low-barrier-to-entrence combat game that later, as the players
continue to play, mutates into a more MUSh-style game FOR THAT
PLAYER.  The goal is player retention.  Combat players burn out,
move on, get bored.  Softer players last longer and make you more
$$$.

-- 
J C Lawrence                              Internet: claw#kanga,nu
(Contractor)                             Internet: coder#kanga,nu
---------(*)                    Internet: claw#under,engr.sgi.com
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...


</PRE>

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<LI><STRONG><A NAME="00193" HREF="msg00193.html">[MUD-Dev] Re: Levels versus Skills</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Levels versus Skills, who uses them and when.</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00142" HREF="msg00142.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 13 Jan 1999, 22:54 GMT
</LI>
<LI><strong><A NAME="00147" HREF="msg00147.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 13 Jan 1999, 23:37 GMT
<UL>
<LI><strong><A NAME="00179" HREF="msg00179.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 15 Jan 1999, 02:07 GMT
<UL>
<LI><strong><A NAME="00193" HREF="msg00193.html">[MUD-Dev] Re: Levels versus Skills</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Fri 15 Jan 1999, 21:34 GMT
<UL>
<LI><strong><A NAME="00200" HREF="msg00200.html">[MUD-Dev] Re: Levels versus Skills</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 16 Jan 1999, 03:38 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00148" HREF="msg00148.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 13 Jan 1999, 23:39 GMT
<UL>
<LI><strong><A NAME="00155" HREF="msg00155.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 14 Jan 1999, 01:25 GMT
</LI>
<LI><strong><A NAME="00156" HREF="msg00156.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 14 Jan 1999, 01:31 GMT
<UL>
<LI><strong><A NAME="00164" HREF="msg00164.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Thu 14 Jan 1999, 19:03 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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