If I don't like an area, even after I've put it into play, I keep going. I go back and add a shop, a little prog here and there, an extra room, a hole in the wall... cool little stuff to keep people coming back.
I've always been a big proponent of dynamic areas, not so much of having seasonal and night and 18 million descs per room - that's just silly. Instead, I like to see cities that builders don't just finish and let go, but go back to, and refine, and change a little over time - it shows not only a vested interest in the game and the area, but it also gives players a reason to keep coming back.
Melly
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