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Pros and Cons of Player Housing
The idea of player generated houseing in a crafting enviornment is obviously one of the best and most innovative features for any recent MMO to release. However, we have a history of badly implimented housing programs to look bad at, and I for one, fear similar problems in a Vanguard housing system. This thread is designed for us to explore the PROs and CONs, and what the devs could do to avoid the rather large pitfalls of the past.
I joined Ultima Online on the first day of release in 1996, and the concept of player owned structures was fantastic. My friends and I quickly began gathering the rather large sum of gold nessesary to purchase a small house and found our idea location, and we were in business. We then started saving our own money to buy a castle. We got that. 2 years into the game, player housing dominated every open space in the entire game universe, and now 10 years into the game, the player housing system is looked upon as one of the worst mistakes the game made. Anyone who played SWG has experienced a similar decline.
So what does Vanguard do to prevent this from happening in Telon?
PRO: Sence of Ownership. Player designed content is one of my priorities for a next generation MMO innovation. Cities Towns and the Diplomacy sphere, and the ability to create fully functioning quest hubs is fantastic.
CON: Open space is reduced. Years down the line, will space be severly limited and the hopusing sprawl a major issue?
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