<$BlogRSDUrl$>

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.

Thursday, March 11, 2004

Everything in this blog is Copyright 2004 Brian Lacy. All rights reserved.

The following articles are planned for this series. Although presented here in Outline format, they will be published in whatever order I choose to write them:

1. Girls Can Play Games
- Erin Hamilton
- http://www.gamespot.com/gamespot/features/all/gamespotting/102702/8.html
2. Game Design for Newbies
- Game Design is the Opposite of a Get Rich Quick Field
- Education of a Game Designer: with great advice from Chris Crawford
3. Why I'm Qualified
4. Story is the Heart of Game
5. Character is the Heart of Story
- Creating Emotion in Games / Emotioneering™
6. Settings
- Fantasy
- Sci-Fi
- Military
- Urban
- What else is there? (Anything!)
7. MMORPGs -- What's Cool
8. MMORPGs -- What's Not Cool
9. It's Been Done Before!
10. Psychology of Online Gameplay
11. Game Economies
12. Realism -- What's It Worth?
13. Realism -- Where to Draw the Line
14. Adaptive Stories
15. Adaptive Stories in MMORPGs (The NPC Who Stole Things and Went to Live in a Cave)
16. Player Ownership of Lands, Buildings, and Resources
17. Grief Players, Role Players, Casual Players
18. Punishing Grief Players without Driving them Away
19. Satisfying Grief Players without Punishing Roleplayers
20. Thoughts on Weapons, Armor, and Equipment
21. The Addictive Cycle of the Level Treadmill (nick yee)
22. Playing Traditional Roles
23. Playing New Roles

IV. MMORPGs
1. What MMORPGs Are -- and What They Aren't
2. Building MMORPGs
3. Building Online Worlds
4. ...



This page is powered by Blogger. Isn't yours?