[MUD-Dev] Blog about GDC implies changes to MMORPG population

Jaycen Rigger jaycen.rigger at sbcglobal.net
Wed Jun 8 04:45:32 CEST 2005


ghovs <ghovs at plex.nl> wrote:

> I wouldn't be surprised if a similar system existed in many other
> MUDs, great and small. The concept of sacrificing valuables to
> one's god in exchange for a blessing is hardly innovative.

But a good idea doesn't have to be innovative to be good.  What many
MUDs, great and small, don't have is a cyclical system, much less
one that grows and shrinks based on a feedback loop from the
players.

Basic UO supports the idea that you can sell your mass produced junk
to NPC vendors for gold, but this in turn leads to MUDflation
(whatever coinage your world supports).

That you return value for a players work isn't the final
destination.  That the player is encouraged to continue to produce,
and then to spend the gold from that production on a continual (and
increasing) basis is a better destination.
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