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
- [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
- [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 John Buehler
- [DESIGN] NPC-oriented gameplay andXP model:GURPS/EveOnline vs. D&D/Diku Mike Rozak
John Buehler wrote:
> There seems to be an implicit association between experience points and
> the
> ethic of "practice makes perfect".
Actually, no. I specifically won't tie advancement of a specific skill to
using that skill. And the amount of grind in my game will be extremely low:
More game, less grind. (Which is why gameplay will only be 5-15 hours.)
> So alienating the harbor master might mean that renting a boat gets far
> more
> expensive, but it would also mean that the ship captain who doesn't like
> the
> harbor master warms to you. Alienate that ship's captain and your
> character
> might find itself constantly subject to abduction attempts whenever
> approaching the dock area. Abductions that carry the character across the
> water, just as the other techniques do.
I plan to allow several solutions to every obstacle. For the newbie island
currently up, I went a bit overboard and came up with around 10 different
ways to get past the guards. This was a bit excessive, and in future I'll
probably aim for a handful of possible solutions.
- [DESIGN] NPC-oriented gameplay andXP model:GURPS/EveOnline vs. D&D/Diku Mike Rozak
- [DESIGN] NPC-oriented gameplay and XP model:GURPS/EveOnline vs. D&D/Diku Damion Schubert