[MUD-Dev] Better Communication [was: Better Combat]

cruise cruise at casual-tempest.net
Fri Aug 13 12:15:33 CEST 2004


Koster, Raph wrote:
> cruise wrote:

>> Cryptic made a damn fun game - and if I want communication, I go
>> elsewhere. That does not strike me as an issue.

> It *shouldn't*. You're a player. The question is one for Cryptic
> and CoH's designers, not one for you.

Nor as a designer does it strike me as an issue. If I made a game
that people were having so much fun playing they didn't have the
time to stop to talk, then I'd consider that a success.

>> But then, I'm not playing the game for the socialisation. I don't
>> play in pick-up groups. I play with my group of RL friends, and
>> that is it, so maybe my outlook is different.

> "Can we make it so that the BEST socializing with his RL friends
> happens here, so that we replace their favorite bar or hangout and
> thus get that money?"

Maybe not "best", but certainly most convenient - no phone bills, no
travelling, and we get to play a game at the same time.

It is the quality of the communication that counts - text is
inadequate as a communication medium in a fast-paced game. So you
either have to slow the game down, or pick another communication
medium.

Which you choose depends on your goal - if you want a RP intensive
RPG, then yes, forced-downtime to allow textual chat is a valid
decision. If you want a fast, action based game, like CoH, then it
isn't.

--
[ cruise / casual-tempest.net / transference.org ]
   "quantam sufficit"
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