Crossfire Mailing List Archive
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RE: CF: Opinion poll
- To: "'crossfire (at) ifi.uio.no '" <crossfire (at) ifi.uio.no>
- Subject: RE: CF: Opinion poll
- From: dragonm <>
- Date: Thu, 16 Sep 1999 10:02:47 -0700
- Sender:
Seems to me we're building a consensus. There are enough people who want
more RPG elements to justify the trouble to implement them, but there are
old school players crawling out of the woodwork to defend their hack'n'slash
fun. I'd say the consensus is, try to be all things to all people. Let's
blur the line, and see how well it works. But if we thought we had
play-balancing issues before....
DM
-----Original Message-----
From: David Andrew Michael Noelle
To:
Sent: 9/16/99 8:24 AM
Subject: Re: CF: Opinion poll
I don't think we should completely change the basic nature of
Crossfire
by trying to turn a hackenslash game into an rpg. I'm definitely in
favor
of adding more rpg elements, though. I've seen several people compare
Crossfire to a MUD recently. In it's current state, Crossfire is very
much
a graphical *Diku* MUD. There are lots of other types of MUDs out
there,
not to mention MOOs and MUSHes, which don't focus nearly as much on
killing
stuff. To the best of my knowledge, Diku is the most
hackenslash-oriented
of all MUDs, and that's what Crossfire compares to.
I think we can add rpg-like features to Crossfire without abandoning
the
current neanderthal-mode by simply keeping a number of dungeons, and
perhaps
even some quests, the way they are: kill everything and take the loot.
When
more cerebral options are implemented, like NPC's who can converse more
in a
manner resembling a three-year old than a dog, and can interact in ways
other than as a password detector, new quests of all sorts can be
written to
require something more complicated than "If it can die, kill it."
What I'm trying to say is, allow role-playing, but don't require it.
--
-Dave Noelle,
-the Villa Straylight, http://www.straylight.org
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