Size matters
Posted: 02 Mar 2016 22:49
This was from a topic of imbue changes, but this prompted me to reopen a topic raised when Genesis population dwindled.Ydred wrote: Now it is oh everyone go hunt mobs you never have (ever?). Cause they arent fun to hunt or we would have long ago.
Size of the donut (as in number of rooms) has steadily inflated over the years.
Consider the history (a bit lengthy, but there is a point):
Back in the 90ies, when there were frequently 90-100 players online, up to the point where there were queues (sometimes for an hour or more) to get into the game, there were what domains?
1)Sparkle (smaller than now), not properly a domain, but still;
2)Terel (reasonably similar to what it is now in size; Legion of Darkness, Benton, dragon, some other stuff),
3)Emerald (larger than now, since many areas are closed? not sure, never was one of the places I knew well) ,
4)Shire -- GH, +hobbit areas, Bree, barrows, the road towards
5) Rhovanion/Misty Mountains was just opened at second half of 90ies I believe,
6)Gondor -- I think also smaller; basically Great Eastroad, Edoras, Minas Tirith and surroundings, some Ithilien with haradrims. Helm's Deep(?)
7)Some Krynn -- very very small, I think. Basically think ~20% of what Krynn seems to be now. Krynn has grown so much during the past 15 years that it now has how many domains actually?
8) Re Albi -- just a city, + some surroundings + Kaheda (now Dragon Order)
9) Calia was way smaller than now in terms of rooms, no Gelan, no sea.
10) Kalad -- some Kalad at least. Gladiators. Not sure how much that changed.
11) Faerie as newbie area with exits to Krynn afai remember.
No Raumdor, no Avenir, no Faerun, no Khalakhor, no Gont/Earthsea (was supposedly later linked to Re Albi, you could find Ged there and quest for true names), no Cadu. No Kalaman, Kendermore, Icewall, etc.
From (OCC) guilds it was Rangers, Calia, Knights, Mystics for the "goodies"; Vampires (of Emerald) for the "baddies".
Kaheda monks, Gladiators for the neutrals, but frequently played for the baddies.
I have a feeling there should've been some more occ baddie guilds, but I think DAs opened more towards end of 90ies, as did AA and MM.
From racials it was Travellers, Rockfriends, Dunedain, Grunts, some weird elvish guild (Wildrunners I think). Gnomish race itself, and race guild opened a bit later; kenders were still in the future.
There were but 2-3 lay guilds: Minstrels, Heralds(also, I think, opened more towards end of 90ies), maybe 1-2 others. Smiths opened at about the same time as AA probably.
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So what we had back then was a pretty vibrant game, where you reasonably frequently saw other players, teamed up with them. And while there were places and times where people were "waiting in line" for some mob grinding places etc, there was by definition more player interaction.
Then came the 2000ies, when the player population dwindled and at the same time more and more content and guilds opened, smearing the online players across much larger number of rooms.
In the end you could go for days in Genesis without encountering a single human being. Which I feel made it pretty sad for a multiplayer game.
Now the situation in terms of number of players has improved, however, I wonder how much of fluff do we still have -- how much of the content is irrelevent, place filler, empty shells (such as Raumdor and Farun appear to my -- admittely untrained and unexplored eye -- at the moment), which add practically nothing to the game, but provide yet more places for people to be lost in, without having to interact with other players at all.
How about purposefully pruning some of the areas in domains, so that we have less of the useless rows of rooms and more domains, which pack interesting things in smaller areas?
I believe it would help with:
a) people meeting more people, which I believe is good in a multiplayer game;
b) having better chances of finding imbues due to the way current system works [wink, wink], and
c) having less code to maintain and support, thus reducing the backlog of things to do for the current generation of wizards.