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Old 07-06-2009, 09:52 AM   #15
scandum
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Join Date: Jun 2004
Posts: 315
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Re: When is big too big?

It's my understanding that low level areas and generic mud design will attract certain players, and typically most players trying out a mud will quietly leave if things are not to their liking.

From this perspective you can in theory attract a player base that loves big worlds, and you can attract a player base that prefers small words. Given the complete lack of research I doubt anyone knows for certain what game design elements compliment each other, and which do not.

Last edited by scandum : 07-06-2009 at 04:29 PM.
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