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Old 07-10-2002, 12:44 AM   #10
Mandrake
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Join Date: Apr 2002
Posts: 16
Mandrake is on a distinguished road
Rjakagel makes a very very valid point. Areas need depth. But there are two major killers to making this a reality....

1) It is truely rare when you find a builder who can not only write good areas, but build them, program them, and dress them out....meaning...a builder will usually lean towards a few of those items, but not all. For instance, they will be so focused on their "puzzle" or "trick" that the area lacks description or (worse) needed clues...or the solution to the puzzle is "push blue button", and players strugle with "push", "push blue", and "push button" before they get the golden syntax right.

2) The secrets get out. The harder you work to make special area with puzzles and hidden gems, the faster the grapevine passes out the answers to it all. Dynamic areas are a solution that have been mentioned here, but eternal attantion that this demands is unoractice (imho). Deeper areas are better, but trying to stay ahead of the players and the spoilsports is a daunting task.

~Mandrake
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