belford
Joined: 08 Jun 2006
Posts: 1533
There is a big thread over yonder titled "NO CUSTOM AGES PLEASE". It's gone on a while. I've posted to it. Now I want to back up and talk about what I think needs to happen and not happen for fan-created Ages to work.
(What do I mean by "work"? There's no point to arguing about what should happen, if you don't have a clear goal. In this post, I am presuming this goal: to make Uru Live attract more players, and make those players happier. That's what fan-created Ages must do. That's presumably Cyan's goal, and -- insofar as I'm going to be a player -- I want it too.)
If you are reading this thinking "Oh, lord, why do you have to rehash this argument *again*" then I sympathize. I know what it's like to be on a forum where the same topics come up over and over. But I think different questions are getting confused in these discussions, and I want to try to separate them out.
(I'm dividing this up into three messages, because it got awfully long in the writing.)
First question: will it help? Will it hurt?
I guess most people agree on the advantage of fan-made Ages. (At least, when I posted this notion in the other thread, nobody disagreed with me.) Cyan can only produce so many Ages per year; Cyan plus fans can produce more Ages per year. Exploration of new worlds may not be the only draw of Uru Live, but it is a major draw. So the more worlds, the happier players will be. That's the goal.
The disadvantage? I can imagine a game model in which poorly-made Ages detract from the Uru Live experience. I can also imagine a game model in which they *don't* -- any more than a poorly-made web page detracts from the quality of all the good web pages out there. How that pans out depends largely on how Cyan presents the experience. So that will be the next section of this post.
(What do I mean by "work"? There's no point to arguing about what should happen, if you don't have a clear goal. In this post, I am presuming this goal: to make Uru Live attract more players, and make those players happier. That's what fan-created Ages must do. That's presumably Cyan's goal, and -- insofar as I'm going to be a player -- I want it too.)
If you are reading this thinking "Oh, lord, why do you have to rehash this argument *again*" then I sympathize. I know what it's like to be on a forum where the same topics come up over and over. But I think different questions are getting confused in these discussions, and I want to try to separate them out.
(I'm dividing this up into three messages, because it got awfully long in the writing.)
First question: will it help? Will it hurt?
I guess most people agree on the advantage of fan-made Ages. (At least, when I posted this notion in the other thread, nobody disagreed with me.) Cyan can only produce so many Ages per year; Cyan plus fans can produce more Ages per year. Exploration of new worlds may not be the only draw of Uru Live, but it is a major draw. So the more worlds, the happier players will be. That's the goal.
The disadvantage? I can imagine a game model in which poorly-made Ages detract from the Uru Live experience. I can also imagine a game model in which they *don't* -- any more than a poorly-made web page detracts from the quality of all the good web pages out there. How that pans out depends largely on how Cyan presents the experience. So that will be the next section of this post.
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