January 2009
- [Design] on the game mechanics of open questing Siege)
- RANT: The Future of Quests Mike Rozak
- RANT: The Future of Quests Amanda Walker
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] Amanda Walker
- Players are shallow [was: The Future of Quests] Mike Sellers
- Players are shallow [was: The Future of Quests] John Buehler
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] John Buehler
- Wikia MUD project Raph Koster
- Wikia MUD project Nabil Maynard
- Wikia MUD project Raph Koster
- Wikia MUD project Peter Harkins
- Players are shallow [was: The Future of Quests] Mike Oxford
- Players are shallow [was: The Future of Quests] cruise
- Players are shallow [was: The Future of Quests] Damion Schubert
- Players are shallow [was: The Future of Quests] Threshold
- Players are shallow [was: The Future of Quests] John Buehler
- Players are shallow [was: The Future of Quests] Mike Sellers
- RANT: The Future of Quests Mike Sellers
- RANT: The Future of Quests Damion Schubert
- RANT: The Future of Quests Mike Rozak
- [DESIGN] How big is enough? Ian Hess
- [DESIGN] How big is enough? Mike Rozak
- [DESIGN] How big is enough? Mike Oxford
- [DESIGN] How big is enough? Vincent Archer
- [DESIGN] How big is enough? szii@sziisoft.com
- [DESIGN] How big is enough? Siege)
- [DESIGN] How big is enough? Threshold
- [DESIGN] How big is enough? David Johansson
On Wed, Jan 14, 2009 at 9:45 PM, Ian Hess <ianhess@yahoo.com> wrote:
> I've been hacking at a hobby project for some time,between playing and
> administrating various games. Ingoing back to work on my db schema
> again, I've runinto questions about how big to make the world, andthe
> obvious fallout in performance and storage, as wellas population
> density.
>
> I've been thinking about a world size in terms of howlong it could take
> a determined character to walk fromone side to the other. I was curious
> if there are othermetrics that might be better used to determine a
> maximumscale to plan for.
>
> Thanks,
> Ian Hess
In my opinion, do not strive to mark a territory and then fill it with
content, fill it with content from inside and out, then see after you have
added all your content, if the world feels large enough.
If it feels a little too small, you can stretch out your content, increase
the distances between the points of interest, generate random areas in
between or something like that, but I always found that assigning the size
of the area before placing the content ended up in catastrophies.
Traveling is boring since it "wastes" time. If traveling is eventful, the
time is not wasted, it is lived and experienced. Handcrafted content is
always more pleasant than randomly generated one. If you have the ability to
instantly travel long distances, whatever you place between the points of
interest, will not be experienced by the players, and then you don't even
have to have it there. - [DESIGN] How big is enough? Roger DuranĚona Vargas
- Persisting a MUD state with plain binary serialization Tiago
- Persisting a MUD state with plain binary serialization Jon Mayo
- Persisting a MUD state with plain binary serialization Jeffrey Kesselman
- Persisting a MUD state with plain binary serialization Chris White
- Persisting a MUD state with plain binary serialization Mike Oxford
- Persisting a MUD state with plain binary serialization Tiago
- Persisting a MUD state with plain binary serialization Jeffrey Kesselman
- Persisting a MUD state with plain binary serialization Mike Oxford
- Persisting a MUD state with plain binary serialization Tiago.matias@gmail.com
- [DESIGN] Clojure? Matt Cruikshank
- [DESIGN] Clojure? Richard Tew
- [DESIGN] Clojure? Matt Cruikshank