September 2007
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Aurel Mihai
- [DESIGN] Where massive? John Buehler
- [DESIGN] Where massive? Damion Schubert
- [DESIGN] Where massive? Aurel Mihai
- [DESIGN] Where massive? Richard A. Bartle
- [DESIGN] Where massive? Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Michael Hartman
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Roger Hicks
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Christopher Lloyd
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Michael Hartman
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Damion Schubert
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Michael Hartman
- Activity Duration in MMOs (was: [DESIGN] Spore andMMOs) Mike Sellers
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) Vincent Archer
- Activity Duration in MMOs (was: [DESIGN] Spore and MMOs) John Buehler
- [DESIGN] Character Growth Models (Was: Removing the almighty experience point...) Ian Hess
After reading the items in this thread, I find myself wondering if the
problem is assuming one model for character growth will fit all
bartle/player archetypes.
Why not have:
achiever tasks give achiever skills and advantages
exploring, maintaining information stores and puzzle solving give
informational storage (shared maps?), divination, and movement powers
group building, leading and participation give communication networks,
synergistic bonus systems to skills, and community infrastructure like
auction houses, legal systems, or taxes for mutual benefit managing
resources and building items give
customization options, different patterns, access to gathering or
transmuting progressively more rare resources, more patterns, better
returns on investment vs output, etc.
I think in this model you end up with 1 ladder of achiever tasks, and 3
pools of tasks where players can enter activities at various points in
the flowchart and exit at other points.
An example of this: A person joins a guild, and gets the quests to work
towards maintaining and manning a communication channel for city
defense. A second player gets attacked on the edge of town, and appeals
to the people on the defense channel to join him to extend enough
synergy combat bonuses (shieldwalls, massed fire, dogpile style
grapples, group channeled spells, etc) to overcome the individually
powerful achiever who is doing the ganking.
I am specifically thinking of these gameplay 'pools' as being a circular
flow of civilization tech tree style options, with several entry points.
In this way, its less important that a explorer gets 'divination rank5',
as he does critical pieces of information that allow him to play the
role of expert, scout/guide, or spy.
In the same way, socializers don't have to field level 50 fighters, but
they need ways for a grouped militia with dug in fortifications and comm
channels to fend off the lone villain or group of bandits.
I think a system like this would go a long way to replace a class
system, or at least serve as a framework underlying it. I'm not sure
how much content you would have to plan for the intersections of the
models, such as when Bob the hero decides he wants to learn enough
armorsmithing to create that legendary dragonscale breastplate from the
dragon only he and his friends can kill. Building out the intersections
makes for a much more massive feature set than just supporting the 4
bartle types.
Ian Hess - [BIZ] Community-building books Mike Rozak
- [MEDIA] Intel Purchases Game Tools Firm Havok Mike Rozak
- [MEDIA] Intel Purchases Game Tools Firm Havok Jon Mayo
- [MEDIA] Intel Purchases Game Tools Firm Havok Peter Keeler
- [DESIGN] Factor of 16 Mike Rozak
- [DESIGN] Factor of 16 Aurel Mihai
- [DESIGN] Factor of 16 Michael Hartman
- [DESIGN] Player-generated content cruise
- [DESIGN] Player-generated content Lachek Butalek
- [DESIGN] Player-generated content Darryl Woodford
- [DESIGN] Player-generated content cruise
- [DESIGN] Player-generated content John Buehler
- [DESIGN] Player-generated content cruise
- [DESIGN] Player-generated content John Buehler
- [DESIGN] Player-generated content Damion Schubert
- [DESIGN] Player-generated content John Buehler
- [DESIGN] Player skill vs. Character Skill [was: Player-generated content] cruise
- [DESIGN] Player-generated content Vincent Archer
- [DESIGN] Player-generated content John Buehler
- [DESIGN] Player-generated content Caliban Darklock
- [DESIGN] Player-generated content cruise
- [DESIGN] Player-generated content Tom Hudson
- [DESIGN] Player-generated content Matt Chatterley
- [ANNOUNCE] MetaPlace cruise
- [ANNOUNCE] MetaPlace Caliban Darklock
- [ANNOUNCE] MetaPlace Ammon Lauritzen
- [ANNOUNCE] MetaPlace cruise
- [ANNOUNCE] MetaPlace Bristle
- [ANNOUNCE] MetaPlace Shannon Sullivan
- [ANNOUNCE] MetaPlace Dave Scheffer
- [ANNOUNCE] MetaPlace Raph Koster
- [ANNOUNCE] MetaPlace Morris Cox
- [ANNOUNCE] MetaPlace Matt Chatterley
- [ANNOUNCE] MetaPlace Dana V. Baldwin
- [ANNOUNCE] MetaPlace Matt Chatterley
- [ANNOUNCE] MetaPlace Morris Cox
- [ANNOUNCE] MetaPlace Vincent Archer
- [DESIGN] Spore and MMOs Michael Hartman