Re: Quick, short descriptions
ROFL. Yes, I am making a pay-for-perks, modern, roleplaying enforced gardening mud. I plan to make millions of it, and I'm looking for a coder. Would you be interested?
No, I kid. I made up the scenario because I was trying to get to a specific point without bogging people down with the specifics of a rather large game. I figured if I made the example modern and a bit outrageous it would be easier to talk about without it turning into a comparison of games. (I made a booboo.) Also, I'll admit that I never quite got over the law school exams that consisted of professors making us analyze the craziest, most unlikely scenarios and write multiple page essays. While it annoyed me in law school, I now see the appeal in writing those things.
Actually, Molly, that sounds like a lot of fun, and I'm at lose ends as far as games go at the moment. I may stop in and check out what sounds like a very interesting system.
Before you scoff, though, there's a very popular series of games out there that consists of nothing more than your character making the best farm ever. Your character gets married based on how well your farm is doing and how well you woo your spouse. You're expected to feed her based on the food you cook off the things you grow. Since the game is now on its 5th version, I wouldn't be too quick to scoff on the "modern farming" mud. (Maybe I'll make it after I'm done with my project.)
No, ultimately, I'm interested in what players of different games expect from a short description, how to treat an item becoming "famous", and how to give players the option of roleplaying that an item can be recognized or "known".
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