February 2005
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Sporky McBeard
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Hulbert, Leland
- DESIGN: Player pyramid Mike Rozak
- DESIGN: Player pyramid Jim Purbrick
- DESIGN: Player pyramid Mike Rozak
Jim Pubrick wrote:
> The trick is to make the actions of those at the top of the
> pyramid an enjoyable backdrop to those playing at the bottom. They
> don't need the players above them, but if observing their
> machinations are fun to watch or change the world in interesting
> ways then they may be willing to play the pawns in the game.
> Even if you're effectively playing a single player CRPG it's still
> more fun to think that the plot was crafted by the actions of
> others rather than being predefined, all other things being equal.
I agree that a design should stive for this, but there is always a
fundamental conflict that pops up: The design team produces content,
backstory, and whatnot (the "predefined" stuff you mentioned) with
the players' fun and entertainment in mind. The movitivations of
most players is to have fun themselves, and whether or not other
players have fun as a consequence of their actions is
irrelevant. That means most players at the top of the pyramid won't
care if they trod on the experience of players at the base. While
good design can minimize this effect, and may even produce
circumstances where players at the base are entertained by those at
the top, the net impact will still be negative (I think).
Mike Rozak
http://www.mxac.com.au
- DESIGN: Player pyramid Mike Rozak
- On grouping, thoughts Jeff Freeman
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts John Buehler
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts John Buehler
- On grouping, thoughts Douglas Goodall
- On grouping, thoughts Jason Downs
- On grouping, thoughts Mike Oxford
- On grouping, thoughts Mike "Szii" Oxford
- On grouping, thoughts Peter Harkins
- On grouping, thoughts Freeman, Jeff
- On grouping, thoughts cruise
- On grouping, thoughts John Buehler
- On grouping, thoughts Alex Arnon
- Musings on ad-hoc social connectivity as a realtime meta-game J C Lawrence
- More ad-hoc grouping thoughts John Buehler
- [Design] Randomness without Replacement David Kennerly
- More randomness in games Alex Chacha
- More randomness in games David Kennerly
- Focus vs. Scope Mike Rozak
- Bartle receives IGDA "Frist Penguin" Award Koster, Raph
- Bartle receives IGDA "Frist Penguin" Award Richard A. Bartle
- DGN: Mudflation as antibody of a "stain development" HRose
- DGN: Mudflation as antibody of a "stain development" cruise
- DGN: Mudflation as antibody of a "stain development" Bad Mojo
- DGN: Mudflation as antibody of a "stain development" Mike Rozak
- DGN: Mudflation as antibody of a "stain development" Hans-Henrik Staerfeldt
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) olag@ifi.uio.no
- Attractive Grouping (Was: Focus vs. Scope) Hulbert, Leland
- Attractive Grouping (Was: Focus vs. Scope) Adam Spivey
- Attractive Grouping (Was: Focus vs. Scope) Paul McInnes
- Attractive Grouping (Was: Focus vs. Scope) Exar Kun
- Attractive Grouping (Was: Focus vs. Scope) Tasci
- Attractive Grouping (Was: Focus vs. Scope) Kiztent Hatepriest
- [bus] Anarchy Online to serve in-game ads ceo
- Middleware pricing Dana V. Baldwin
- Middleware pricing Alistair Milne