A little while ago, we featured a fascinating article looking at vendors in MMOs, and how much they’d been dumbed down since the first MMORPGs arrived.
Today, we’ve got an interesting counterpoint to that debate, as Eric at Elder Game looks at how vendors will work in his own upcoming MMORPG. He’s been testing out some of the “old-school” ideas himself, and has found that they’re not all they’re cracked up to be:
“But the idea was that different vendors would have different rates… some would buy weapons at great rates, others would give you a great rate on fruits and vegetables, etc. This is a pretty classic element of older MMOs. But after I set it all up, it felt “meh.”
It’s very tedious to sell your loot if vendors have wildly different rates. I found myself having to write down who would buy what for how much, so I could efficiently figure out where to sell stuff. Writing stuff on paper? Unacceptable! A sure sign that the game isn’t helping you enough.”
Read the rest of the article here
Tagged as: game design, vendors If you enjoyed this article, check out our other posts from these categories: General MMO Interest
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