[MUD-Dev] [biz][tech][dgn][soc] Ten MMOG's you don't want to do...

Mike Rozak Mike at mxac.com.au
Sat Apr 24 09:21:25 CEST 2004


>From ceo at grexengine.com:

> I'm writing an article for Develop magazine (free paper magazine
> in the UK for games studios) and when they asked for something on
> online gaming, I suggested a tribute to Gordon's original 10
> reasons :) (see subject line). It's a fun way to write, and the
> format seems to work well for people who don't have the
> time/expertise/interest in detailed deep articles on this are, but
> nevertheless are eager for some advice.

In the original AD&D Dungeon Master's Guide there was a catoon that
showed a wizard and a fighter sitting at a table and rolling
dice. Someone had come into the room and the wizard(?) said, "We're
playing a new game, Pencils and Paychecks, where you role play a
person in a modern industrial society."  (Words are not
accurate. It's been some years.)

While this example isn't in Gordon's original 10, making a MMORPG
where your play involves spending all day working at a
factory/office for a paycheck might not rate too highly with the
players. Instead of the levelling treadmill you could have the
corporate treadmill/ladder. Level 1 = intern, level 2 = new
employee, level 10 = middle manager, etc. Class = accontant, lawyer,
HR, support, etc. The game would include various quests (go
photocopy this page, or arrange a meeting with 10 people whose
schedules all conflict), PvP (social backstabbing), exploration
(finding your way through a maze of all-white hallways), monsters
(aka: customers), mining and crafting (collecting enough rubber
bands to make a rubber band ball), and an economy (I'll trade you
the rubber band ball for a box of paperclips).

It might make a good joke MMORPG though. The sims might even be able
to pull it off as a real one.

Mike Rozak
http://www.mxac.com.au
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