October 2007
- [DESIGN] Multitouch and RPGs John Buehler
- [DESIGN] NPC-oriented gameplay and XP model: GURPS/EveOnline vs. D&D/Diku Richard Boehme
- [DESIGN] NPC-oriented gameplay and XP model: GURPS/EveOnline vs. D&D/Diku cruise
Thus spake Mike Rozak...
> However, while fine tuning the game, I've noticed that the in-game rewards
> tend to be implicit, and that explicit rewards are far and few
> between. The difference is an adventure game (where rewards come once
> an hour-ish) vs. a CRPG (with rewards for actions coming every few
> minutes). Thus, I'm considering handing out XP for actions, rather than
> per-day.
Why is this a problem? Why is the rewards being implicit a bad thing?
Personally, this sounds like an excellent system as it stands. Does it
not feel fun? Or do you think that explicit rewards are necessary to
retain interest? - [OFF-TOPIC] PvE Raiding in WoW (Was Activity Duration in MMOs ) cob@goblinworkshop.com
- Activity Duration in MMOs (was: Spore andMMOs) Michael Hartman
- Activity Duration in MMOs (was: Spore andMMOs) John Szeder
- Activity Duration in MMOs (was: Spore andMMOs) Damion Schubert
- [BIZ] Community-building books Shannon Sullivan
- [DESIGN] NPC-oriented gameplay and XP model: GURPS/EveOnline vs. D&D/Diku Mike Rozak
- [DESIGN] NPC-oriented gameplay and XP model: GURPS/EveOnline vs. D&D/Diku Lachek Butalek
- [DESIGN] NPC-oriented gameplay and XP model: GURPS/EveOnline vs. D&D/Diku John Buehler