Erevan wrote:
I don't disagree with you on the MuD vs MUSH part, I'm just looking at this from a game designer perspective.
In any MMORPG game, you don't want your players to hit max level in a matter of a few hours, because that takes away from the value of having a max level character.
In the example of the most popular MMO out there, max level is actually really easy to attain, but the concept of 'leveling' then moves unto gear and, accumulating the 'top' gear takes quite a while.
However, in SK your equipment is not part of your character. It comes and goes. This means that a 6000 hours character is essentially no different than a 40 horus old character (minus RP and age ticks)
This makes it easier to say 'screw this' and change characters once things don't go your way, and it also makes it harder for reliable communities (known in mmo's as guilds, clans etc) to form, as players just shift every 5-10 weeks after something does not go their way.
If you look at slightly older MMO's, the more succesful ones used smart tricks to 'delay' leveling and, the less successful ones just upped the required EXP to level. Some used to penalize death with exp loss that would literally take you hours just to recover. That just drove people away.
In taking the example of a popular 2d sprite animation MMORPG, you are not really likely to abandon your transcended lv 99 character to start a new one, because that would mean you have to do all the quests again, spend your time grinding certain NPCs for certain 0.5% drops and so forth. However, the leveling part can be done in more or less 2 days.
TL:DR: Its not about MUD or MUSH. It's about a character's value. Every GM can be 'replaced' in a few hours, if you strip down eq and rp. That's why its so easy to ragequit.
These threads started with the premise that there needed to be more incentives to encourage RP. Then it evolved to a hybrid argument about stats and veteran players having too much of an advantage due to accumulated game knowledge.
Then it evolved again: this time the problem with SK was that leveling is too easy and tactics ran rough shod over RP. Now we have version 3.0 (or maybe 4.0) that is using some sort of hybrid rage quitting and character value theory.
What does any of this have to do with encouraging RP? These threads have reached the point of uselessness.