[MUD-Dev] ghost mode

Tess Lowe tess at soulsong.org.uk
Wed Sep 10 13:34:59 CEST 2003


Dan Harman added:
> Vladimir Cole wrote:

>> Problem with ghost mode is that it makes it too easy for players
>> that are lower on the content totem pole to discover spoilers for
>> content that they are having trouble with. This will tend to
>> accelerate the advancement of all players. Is there any way to
>> build content so that it's spoiler proof? If not, it'll get chewed
>> up even faster.

> Exactly. Furthermore, Amandas contention that she wants to see the
> content without the grunt work required to do it, is part of the
> incentive a developer creates for people to actually play the
> game.

There's an implicit assumption in these comments that doesn't accord
with my playing style at all. You're assuming that everyone is
playing just to unlock new content, and that furthermore this
process should necessarily take a long time and be hard work; and
that content (and not even simple achievement/ranking/respect) is
the only reason everyone plays.

Why? Why must there be a "content totem pole"? What's wrong with
getting spoilers if you want them? There's a million websites
dedicated to EQ spoilerage.

It may be true for some games and some gamers that their reason for
playing is to be first to conquer every dungeon, but I see no reason
for the assumptions above that things must obviously be this way.

If you have a beautiful virtual world, why not give people the
freedom to move around it at will, if it doesnt physically interfere
with the achievers? Make it a premium feature if you like. I'll pay
extra if you let me fly around invisibly, sit on a cloud and chat,
while watching the uberguilds try to take out whatever content
you've added to their totem pole. After all, do these achievers play
for content, or do they play to win the game, get the loot and their
friends' respect and prove their skill?  Will the achievers really
care if a bunch of socialisers can hang around invisibly and watch
them 0wn?

I dont have the time or inclination to do the "grunt work" required
to see your content, nor do I see why I should. Grunt work is for
people with no life.

Here's an alternative:- three ways to unlock content and/or make it
easy to access - why not use all of them? Text MUDs already do this.

  1) grunt work over time.

  2) player skill

  3) paying a premium

I dont have time for (1), but I'm happy to work at (2) or (3). Do
you want my money?

> The last thing you want is people being able to see and do
> everything as soon as they first log in. Its hardly likely to
> prolong subscription revenue is it?

It depends on why we're playing, and it depends on whether content
spoilers end people's enjoyment of your game.

Amanda wrote:

> Is this a problem with my proposed "ghost mode", or is it a
> problem with having a "content totem pole"?  I'd say it was the
> latter.  Besides, it's a lot easier to discover spoilers with
> google than by flying around in-game.  Your big puzzle is no
> longer a secret once the first achiever solves it and posts a
> walkthrough.

Quite.

ps thanks Amanda for correcting the misattributions.

pps I like the look of There, hopefully they'll let me try
it. Second Life is just ugly. I could fly, which was nice,
but... ugh.

~Tess Lowe
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