Today, Tony Maro <tony@maro.net> spake thus: > For anyone who thinks level restrictions on objects are a bad thing, > check out what's going on with EverQuest... Well, that certainly doesn't make me like level restrictions any more. It does make me dislike poor game design that much more, though. Face it, level restrictions are a band-aid meant to cover up a festering wound in EverQuest's and a plenitude of other muds' (graphical or otherwise) low level designs. Why are all of these high level players able to get so much good equipment? None of this, "Well, they're high level, they need a Super Killer Magical Glowing Sword of Death, Doom, Peril, and Irrecoverable Debt," BS. Mud designers are too quick to rationalize poor design decisions by saying it's what the players want. And they pretend that reducing the friction with their players makes the game more enjoyable for all. Players are ruled too much by their Id - they think it'd be cool if they had this, and that, and if they can get to level 600 so fast, but the lack of challenge soon sends them packing. People tend to leave the game when they've reached the highest level, got the best equipment, and there's no more challenge left; the game is "finished." It's not a different problem from the one that is patched over with level restrictions. It's the same hydra. You tell me honestly why there are as many Zeus's thunderbolts as there are the number of times Zeus is killed. Why are these weapons that are supposed to be so powerful so common? Create realistic limitations about these high powered items. Give high level players something to do, make tougher mobiles with fewer rewards. Don't sacrifice actual challenge for giving players short term thrills. And, by the way, the problem you describe isn't new and isn't specific to EverQuest. It has existed for as long as Muds have and persists because people are all too willing to go right back over the same stupid mistakes people have made before them. Just because a badly designed game is having the same problem that a lot of better designed and much more entertaining muds have doesn't change how I perceive these sorts of kludges. -dak : Sorry for the clipped tone, just a bit irritated. :) +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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