January 2008
- no levels / temporary levels Timothy Dang
- no levels / temporary levels Sean Howard
- no levels / temporary levels Chris Laponsie
- no levels / temporary levels cruise
- no levels / temporary levels Peter Harkins
- The Illusion of World Size (Was: Player Choice - How Much is Too Much?) Christopher Lloyd
- [Design] Non-cliche content creation Mike Rozak
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Damion Schubert
- [Design] Non-cliche content creation Mike Rozak
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Damion Schubert
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Joshua Clausen
- [Design] Non-cliche content creation Richard Boehme
- [Design] Non-cliche content creation Joshua Clausen
- [Design] Non-cliche content creation cruise
- [Design] Non-cliche content creation Richard Boehme
- Specialization Damion Schubert
- Specialization Sean Howard
- Specialization Damion Schubert
- Specialization Sean Howard
- Specialization Damion Schubert
- Specialization Raph Koster
> -----Original Message-----
> From: mud-dev2-bounces@lists.mud-dev.com [mailto:mud-dev2-
> bounces@lists.mud-dev.com] On Behalf Of Damion Schubert
> Sent: Friday, February 29, 2008 9:49 AM
> To: mud-dev2@lists.mud-dev.com
> Subject: Re: [MUD-Dev2] Specialization
>
> In WoW, the most popular class (the Hunter) is played by 16% of the
> population,
> whereas the least popular class (the Shaman) is played by half that.
This
> doesn't
> seem very balanced, until you compare it to, say, the early days of
UO,
> when
> virtually all classes had the melee and magery skills, and
'individuality'
> was made
> up of the 1-2 random skills you chose beyond that. THAT was socially
> unbalanced.
That's like saying that because most adults can read and drive, that the
real world is socially unbalanced. Given a world where if you didn't
have those things, you DIED, it seems like a poor metric.
In general, this is a silly debate. A gamelike world clearly benefits
from strong, exclusive specialization, because games benefit from
strong, exclusive specialization. A more social environment doesn't as
much, because in a more social environment it's the diversity of what an
individual can do that makes them interesting.
So what sort of world are you making? It's about design tools for the
job, once again. - Specialization Sean Howard
- Specialization Raph Koster
- Specialization cruise
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Michael Hartman
- Specialization cruise
- Specialization Sean Howard
- Specialization Roger Hicks
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Justin Coleman
- Specialization Fred Pseudonym
- Specialization cruise
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Michael Hartman
- Specialization Sean Howard
- Specialization Victor Pellen
- Specialization Peter Harkins
- Specialization Michael Hartman
- Specialization Raph Koster
- Specialization John Buehler
- Specialization Sean Howard
- Specialization cruise
- Specialization John Buehler
- Specialization Sean Howard
- Specialization Timothy Dang