Newsgroups: comp.sys.mac.games.adventure
From: sheldonengl...@netscape.net (Sheldon England)
Date: 21 Sep 2004 17:34:28 -0700
Local: Tues, Sep 21 2004 8:34 pm
Subject: Re: MMORPG Game Design Trends, If You Care...
Terence R. McCain <terencermcc...@earthlink.net> wrote in message <news:1095726329.wtmeIwVgwX+Y2JzwYXYACg@teranews>...
> Hey, Sheldon. Hiya Terence: > Yeah, it's probably impossible to get a quality experience out of Are you speaking from the PoV of Argh and Urgelt? How long ago was it CL was, to me, the eye-opener with regard to the problem of casual vs. In fact, the cliquiness became such a strong parallel to politicking Being part of a clan really drove this aspect home. From my first week > It does seem to me that automation and networking *ought* to be able It is in the choices of what to automate, I think. More so, it is in > to contribute something positive to collaborative story-creation. But > not many games have shown they can do that very well yet. the supervision/administration. Part of why CL was always Evening at the Improv to me is that ... there were no rules or guidelines. I never saw an idiot player getting an in-character chastisement. The closest is when one of my own characters commented on the fickle nature of the gods and was suddenly zotted by lightining and surrounded by frogs. We were allowed to make our characters be from anywhere (even other Without a GM team who sparks encounters and sets the mood, tone, Were I DT, I would have published a back-story, detailed the races a You can't automate an interactive game. Someone (prefereably many Player 1: Sylvans are 20' tall. Only one of these is correct. They cannot all be correct or there is > I've done some NWN small-scale campaigning too. It takes a lot of Hmm ... never actually had these problems with NwN. Biggest group of > patience though. I suffer from constant disconnects and intolerable > lag - makes me yearn for CL simplicity, frankly. As many times as > I've died in CL due to lag, it's nothing compared to NWN servers, > which are pretty much catch-as-catch-can propositions. But if you can > find a decent group willing to put some effort into the RP dimension > (that's a big if, btw), NWN can be rewarding during the bits between > the time-outs and server crashes. players was four plus a GM. (Loved HotU.) > Sorry that "Sheldon-Lord" never made it off the ground. I'd have been Heh. Indeed. It was gonna be more like classic Traveler than D&D and > happy to take a long serious look. Silly programmers, they think they > have to eat. :-P was going pretty well. The biggest flaw was the server switching and, at the time, a high speed connection was required. Now, everyone has DSL, no? Maybe one day. Good luck in your quest for the 'experience.' I believe the limitation FWIW. - Sheldon You must Sign in before you can post messages.
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