Jump to content

Fyrd Argentus

Member
  • Posts

    1,185
  • Joined

  • Last visited

  • Days Won

    50

Fyrd Argentus last won the day on August 1

Fyrd Argentus had the most liked content!

About Fyrd Argentus

  • Birthday 05/07/1960

Profile Information

  • Gender
    Male
  • Location
    Through the looking-glass.
  • Interests
    Music, especially parody, storytelling, puzzles. In RL I'm a scientist, gardener, writer, jack of all trades, and raise fish, cats, and boys. My wife is a professional musician/teacher.
  • Playername
    Fyrd Argentus, Fetch, Bongo++

Recent Profile Visitors

5,443 profile views

Single Status Update

See all updates by Fyrd Argentus

  1. The day will come when we want to generate a wave of new players, who will form a self-reinforcing community, which grows.  LIke lighting the pilot on a furnace.  We may have but one chance.  How do we selectively reach ONLY people who communicate & by typing chat, and would be into MD?  Give it thought.  Prepare yourself mentally for the day.  Don't burn your friends out on lonely solo ventures into GWI.

    1. Mallos

      Mallos

      Reinforce player interaction mechanically... The onus is often on the players when community activity is in question, but the game itself has a huge quotient for mechanical solutions and these should be present. The further time goes on the less need you have to interact with anyone, as all the barriers of you being new are lifted you become independent. Few things require actual cooperation currently.

      I think of things like the billboard at fortunes well being a signup page for quest givers/quest takers, not quests as we know them today, but quests in typical video game style like fetch quests, simple trade interactions, an "I need this done please" style similar to treasuries as we have them, specific input and output.

      I imagine we can have stats given based on player interactions, stuff that really takes two or more parties to agree or collaborate on something and the end result is like the now hidden "testing" (or whatever it was named) stat, that these hidden stats will have positive affects towards other objects in the game such that a player will need or want to raise these stats although not consciously.

×
×
  • Create New...