Player builders
Posted: Fri Sep 09, 2011 2:02 am
I am not sure how many people around here are familiar with the concept of "builders" in MUDs. The general idea is that, after some players have been playing a MUD for a while, they have won the trust and respect of the MUD admin, and the admin gives them "builder rights". Once the player becomes a builder, they can use built-in commands to create new areas, new monsters, write quests (oftentimes within pre-set limits to avoid abuse), etc. They will often keep playing the game, but can work on expanding the game when the inspiration hits them. In this way, many MUDs grew to absolutely massive sizes, since some of the more popular MUDs had dozens of limited builders running around, and there was almost always someone creating something new. It also helped in establishing peer-leaders of a community, as being a builder is often seen as a badge of honor only worn by dedicated, respectable members of the game.
What does everyone think about something like this for PBBGs? This is fairly different in practice and theory from the kind of building done in games such as Halls' and others. In those games, the building is a mechanic of the game and part of it. A builder adds to the game outside of the scope of gameplay and effectively becomes a B-list member of the dev staff. If a specific PBBG got popular and had a large playerbase, recruiting several builders could quickly increase the size of the world quickly without unneeded stress and strain on the main dev team, who can then stay focused on core programming and mechanic design tasks. There are down sides, of course. If you want to allow people to create quests (which includes setting rewards), create items, classes, spells and other items of importance, you will need to have set limits, perhaps in the form of a budget only allowing so many rare or player-sought aspects to each creation. You would also have to enforce the game's theme and tone, or some builders could start making things that are jokes or adding things outside of your universe (like a cell phone in a fantasy game).
So what do you think?
What does everyone think about something like this for PBBGs? This is fairly different in practice and theory from the kind of building done in games such as Halls' and others. In those games, the building is a mechanic of the game and part of it. A builder adds to the game outside of the scope of gameplay and effectively becomes a B-list member of the dev staff. If a specific PBBG got popular and had a large playerbase, recruiting several builders could quickly increase the size of the world quickly without unneeded stress and strain on the main dev team, who can then stay focused on core programming and mechanic design tasks. There are down sides, of course. If you want to allow people to create quests (which includes setting rewards), create items, classes, spells and other items of importance, you will need to have set limits, perhaps in the form of a budget only allowing so many rare or player-sought aspects to each creation. You would also have to enforce the game's theme and tone, or some builders could start making things that are jokes or adding things outside of your universe (like a cell phone in a fantasy game).
So what do you think?