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Old 11-23-2008, 02:05 AM   #6
Parhelion
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Join Date: Oct 2007
Name: Sarah
Location: Tempe, AZ
Home MUD: Ethos
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Re: When is big too big?

What is your target audience and target genre?

This factors in a lot more than you might realize, or at least it does in my own opinion. ^.-

A casual game that focuses on just being plain "fun" for individual players, with a focus on exploration and general gameplay, or PK/cat-and-mouse games and grinding will probably benefit a lot more from having more varied areas for players to play in. Someone who has to grind for levels is going to enjoy having new ways to "grind" and new places with new quests a lot more than he is if he has to go from level 1 to 40 all in the same area.

These games are usually supported by global channels and gameplay elements like fast-travel (be in the form of a command or spell or simply being given speed-walking directions). Players can locate and travel to others very easily.

Roleplaying games, particularly those which can be described as "hard core" [channel-less, IC-only communication, no access to global fast-travel features or information, etc], are only fun to players if they can actually find other players. It's easier (and smarter) to arm players with a handful of RP hubs backed with a colorful setting than give them a 6-billion-room map and expect them to telepathically find their own forms of entertainment.

When your MUD starts out, you're not going to have a large playerbase. In fact, you'll probably NEVER have a large playerbase. Think about how you want players to find each other and whether or not cooperating/competing with players is going to be a big part of your game.
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