Post by ibusoe on Nov 9, 2022 20:46:15 GMT -5
I'd like to start out my article by fessing up to the somewhat inconvenient fact that I have never before opened a Mul Outpost. So at this point I'd like to be honest that I don't really know how to do that. Instead I'll write about some common pitfuls when building this sort of thing that hopefully the staff can avoid. Of course, the thing may very well be almost 99% done as far as I know, so there may be little enough that can be done at this point to affect the product as it shall appear upon launch. Nonetheless.
Don’t flesh the whole thing out at once, expect at least one set of revisions
Staff seem to have gotten Allanak more or less right on their first write. Tuluk however has required several rewrites. It should be assumed that the Mul Outpost will need additions to meet player demand and so extra space and upgradability should be left open. Vacant lots. Deleting an existing place from a game just because something else is needed there is acceptable but is a far inferior option to leaving extra space and upgradability. Players are bound to have feedback.
Don’t make large portions of the place generally inaccessible;
This is a nuanced topic about which I shall write more tomorrow.
Don’t make too many tribes/groups with complex roleplaying requirements that will take years to learn. The game needs more T’Zai Byns, House Fales and House Kuracs than it needs more bardic circles, shadow artists, gypsies and things that rank & file players will be told that they do not understand. Accessibility. Staff should have some of these things for their own amusements but they should not dominate the Outpost.
You have been Nyr'd
Don’t flesh the whole thing out at once, expect at least one set of revisions
Staff seem to have gotten Allanak more or less right on their first write. Tuluk however has required several rewrites. It should be assumed that the Mul Outpost will need additions to meet player demand and so extra space and upgradability should be left open. Vacant lots. Deleting an existing place from a game just because something else is needed there is acceptable but is a far inferior option to leaving extra space and upgradability. Players are bound to have feedback.
Don’t make large portions of the place generally inaccessible;
This is a nuanced topic about which I shall write more tomorrow.
Don’t make too many tribes/groups with complex roleplaying requirements that will take years to learn. The game needs more T’Zai Byns, House Fales and House Kuracs than it needs more bardic circles, shadow artists, gypsies and things that rank & file players will be told that they do not understand. Accessibility. Staff should have some of these things for their own amusements but they should not dominate the Outpost.
Can't wait to see how it turns out! I'm optimistic. The staff seem like they really want players back so I think this is a good time to ask for an amnesty, if that's something that you were interseted in.
You have been Nyr'd