Re: When is big too big?
It's my understanding that low level areas and generic mud design will attract certain players, and typically most players trying out a mud will quietly leave if things are not to their liking.
From this perspective you can in theory attract a player base that loves big worlds, and you can attract a player base that prefers small words. Given the complete lack of research I doubt anyone knows for certain what game design elements compliment each other, and which do not.
Last edited by scandum : 07-06-2009 at 04:29 PM.
|