RE: [GD-Design] Re: Gamedevlists-design digest, Vol 1 #67 - 6 msgs
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From: Neil S. <ne...@r0...> - 2003-12-28 16:34:41
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> Most MMOG's hover almost at a on most aspects, so that your > enjoyment is tightly bound to how long you spend playing the > MMOG (and hence how much subscription revenue the owner > extracts from you). I think multiplayer games (RPG or otherwise) have a much more difficult decision to make in this area because, if you allow novices to compete with experts by using "implants" (to continue the cyborg analogy), the experts will want some kind of retribution; for example, a handicap on the final score for those using implants, based on the level of implants used. So you've bought yourself the ability to level the playing field, but you're paying for it in terms of a more complex scoring system. This might not be all that bad, but it's worth keeping in mind when adopting something like this. It is conceivable that you can devise the implants such that an expert can get better results by doing everything manually if he is skilled enough to do so. The example of automatic gear changing is a good one; racing games generally make the automatic changes slightly less optimal than well-timed manual ones, so experts can achieve slightly better acceleration. If you manage to make all your implants have this property, then you could have novices and experts playing together without any problems. The experts would probably still win, but the game would be more competitive. I'm sure a lot of people will argue that the simplest way to solve difficulty in multiplayer games is to keep people of wildly differing abilities apart, which seems to work well on Xbox Live. In single player games, no-one is being "cheated" (unless you are comparing scores, which makes it a kind of poor man's multiplayer game), so you can adopt whatever method you think will give the novice the better experience. - Neil. |