From: Takomtor
Date: 2002-08-22 07:58:01
Namhas and Yorka made some comments that guide the game into right direction (I think so).
Food. Indeed, there are very few reasons for people to play RPG in characterwise, challenge is mostly just to proceed as high level as possible.
Lifting the profile of food - creates - not only necessity, but also purpose. When one has to focus on supplying the character everything that is needed to stay alive, there will be much more intense player-character relationship (is there such a thing).
This would still steer away from virtual pet field, since everything one "feeds" for the character, has to be earned in some way or another.
This approach will create genuine need for every player, since everybody needs food and fullfilling this need would require big part of the game time (I am not talking about mindless grasshopper hunting, but doing business, having trade etc.) to be dedicated for creating something in exchange for food.
Low level players could stay alive by eating those rats that Namhas mentioned, but for those brief moments (well, here we have lots of room for gameplay adjustments), when they wouldn't need to focus their efforts to staying alive they could try to improve themselves by learning a trade.
Trade would lead into higher level in society and enable them to be more productive, more production leads to better income, leads better food, easier life, character development, free time, social development etc. Basic Malthus, don't know if any of you support his ideas.
This could include the development from very primitive level, e.g. nobody would know how to create a sword in the beginning, the first person to do this would therefore have the ultimate/absolute advantage to other players. This would valuate that sword to be - let's say - VERY expensive.
Also this would be kind of a solution for PK playstyle, since the low level life (LLL heh, stupid term or what) would continue for quite some time, no opportunities for speedy development and item inventory. With new character the road would be the same... must be discouraging. I imagine majority of players to be rather dedicated and would stay in their role after such a harsh start.
I feel bit lazy to elaborate these thoughts, especially economy and player interdependence would have a definate boost. I don't even want to start talking about how this could just about remove the need for NPCs, but I have already been on that road... maybe next time.