[MUD-Dev] Real Life Consequences

David Loeser daklozar at home.com
Mon Feb 19 13:53:13 CET 2001


On Monday, February 19, 2001 the_logos at www.achaea.com wrote:

> I don't mean to be a spoilsport, but it seems to me that it is
> fundamentally impossible to have meaningful player interaction
> without the possibility for one player spoiling play for others. You
> can try to minimize it certainly, but it's always going to be
> there. It's just a fact of life I think we're going to have to live
> with. We live with it in the rest of life certainly.

I totally agree with you, and after many design meetings and debates
we have surmised that we needed to implement a system that would act
as a deterrent as well as serve as a back story to much of the game.

Essentially players will be able to murder (PK) other players but
eventually it will have an adverse affect on them. The top three
MMPORPGs all have "sissy mode", we wanted to have a _RAW_ feeling to
the game. Our game is being designed with the intent of being
commercial and we need a way to keep the customers happy... as well as
maintain a level of fun for all. As you have said "You can try to
minimize it certainly, but it's always going to be there." - We are
merely trying to minimize it and once the offender reaches a certain
level of anti-social behavior, will start to feel the effects of
his/her deeds.

I have to admit that we have zero ideal if players will like, love or
hate the system... we will be posting an FAQ at some point in the
future to ascertain potential players thoughts. I would hope that like
you (Matt), most players will desire a more raw experience.

I can post a outline/synopsis of the system here, if anyone would like to
comment and/or provide feedback.

David "Dak Lozar" Loeser
Elysian Productions, Inc.	(No URL, yet ;)

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