[MUD-Dev] The changing nature of fun

Christer Enfors qinxenc at ks.ericsson.se
Fri Dec 20 15:38:54 CET 2002


"Chris Holko" <cholko at mindspring.com> writes:
> From: "brian hook"

>> "Bad Guys Can't Interact With Good Guys"
 
> I love this idea and would love to see it taken to its fullest.
> By that I mean, you cannot even GROUP with non-aligned factions.
> The issue that comes up here is all the cry-baby pee-pants that
> want to have it THEIR way.  They want the world to conform to them
> and fail to see why they should actually participate within the
> rules of the world as it was designed.  If anything designers
> still coddle these types of players too much.

Everquest did this, on the roleplaying server (Firiona Vie). Once
you reached level 10, you could choose your alignment (good, neutral
or evil with some modifiers, if memory serves). Good players
couldn't party with evil ones. Both good and evil players could
party with neutral ones, though. Also, the more players of the same
alignment there was in a group, the more experience you'd get for
each kill.

I'm not sure, but I *think* they removed this system because it was
unpopular. Note that this was *despite* the fact that the system was
only used on the roleplaying server, where one would imagine that
such a rule would be supported by a majority of the player base.

--
Christer Enfors, AKA Dannil


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