Note Dump#

  • How much of a living world do I want?
    • Having a living world reduces the replayability, and requires people to be present from the very start in order to enjoy the experience. (See Guild Wars 2, and their new living world replay packs.)
    • Living environments encourage exploration and more engaging
    • More interesting traversal of previously explored areas.
    • Allows more complex puzzles as world can change as the play gets more experience.
      • Bridges or ladders being out.
      • Rivers freezing over, drying up, overflowing, etc…
      • Fallen trees or structures blocking pathways.
      • Bandits or wildlife being present.
      • Global state of areas so one player, or group of, fixing a problem solves it for everyone.
    • Consider how players would worlk together in a cohesive way to progress, can the game itself be “won” in its entirety.
      • An example of this not working well is Guild Wars 2.
      • Example of a lack is Ragnarok Online, which felt static and lifeless, because NPCs were always in the same place.
    • Can players interfere in politics and change the inter-city dynamic of NPCs?