Wednesday, October 27, 2004
MMORPGs -- on Land Ownership and Housing
In the beginning, there is nothing. Nothing, that is, except beautiful, pristine, uncharted wilderness. Plains and valleys and mountains and streams -- all of it perfect and untouched. As players begin to explore the world, they leave their mark. Campfires marr the landscape for days. Trees are felled. Rivers are dammed and diverted. But the landscape is alive. Campfires are overgrown, felled trees leave behind seeds that quickly blossom into new trees. The banks of the rivers and lakes draw birds and animals, and green foliage spreads there.
But the lands themselves begin to change, as players start to claim them and build upon them.
Not all lands should be claimable. Only flat, relatively empty areas are available at first, and the cost is steep. A Governing Council, made up of staff Advisors and elected player representatives, decides which areas are for sale and which should remain free from development. The humanistic nature of player representatives plays a big part here. Player Reps can be bribed; and since lands can only be made Claimable when the council is able to stand at the place in question, low-level characters on the Governing Council may find they have fewer opportunities to vote on obscure locations. These factors should make the system more interesting and provide another incentive for players to increase their power, skill, and wealth.
In the beginning, there is nothing. Nothing, that is, except beautiful, pristine, uncharted wilderness. Plains and valleys and mountains and streams -- all of it perfect and untouched. As players begin to explore the world, they leave their mark. Campfires marr the landscape for days. Trees are felled. Rivers are dammed and diverted. But the landscape is alive. Campfires are overgrown, felled trees leave behind seeds that quickly blossom into new trees. The banks of the rivers and lakes draw birds and animals, and green foliage spreads there.
But the lands themselves begin to change, as players start to claim them and build upon them.
Not all lands should be claimable. Only flat, relatively empty areas are available at first, and the cost is steep. A Governing Council, made up of staff Advisors and elected player representatives, decides which areas are for sale and which should remain free from development. The humanistic nature of player representatives plays a big part here. Player Reps can be bribed; and since lands can only be made Claimable when the council is able to stand at the place in question, low-level characters on the Governing Council may find they have fewer opportunities to vote on obscure locations. These factors should make the system more interesting and provide another incentive for players to increase their power, skill, and wealth.