View Single Post
  #8  
Old 05-17-2010, 07:33 PM
Vega001 Vega001 is offline
.
Join Date: Aug 2004
Posts: 92
Vega001 is on a distinguished road
Hi, you sent me a link to your post in a PM so I figured I would go ahead and provide some feedback. I am replying to your post as a leveler that is sure some people accuse him of overdetailing and as an experienced player that has been playing Graal for years.

I believe a major reason people might prefer a larger overworld to a smaller one is that they associate a larger overworld with more (or more capacity for) content. It's logical for people to think that a big place has more room for stuff to put in it.

Obviously, more room does mean more stuff to put in, but most people know that just because the overworld is big doesn't necessarily mean there is or will be a lot of content in it. You already mentioned ways a small overworld could be added to to introduce more content.

I think your arguments promoting a small overworld are pretty valid. Especially for an under construction server when development work is the most important aspect, and taking on developing a large overworld might not be the best move. But if you're trying to achieve the hosted section, I could see how a larger overworld might promote the image that your server has a great deal done and has plans for getting a great deal more done.

I can't say a whole lot on the issue about new players finding their way around. I exclusively play Unholy Nation and Zodiac and have for years; therefore, I know my way around those servers well enough. Any new player is going to have some trouble navigating around an overworld they're unfamiliar with. A smaller one would be easier to find one's way around, but signs could also help point people around, as can maps.

A bit on the socialization aspect you mentioned. Yes, socialization is a big part of the Graal gaming experience. The problem you stated about large overworlds being non-conducive is ameliorated to some extent by the playerlist and PMs, as well as toguild messages, toall messages (do any servers still use these?), and chat systems that various servers have now implemented. They might not be the same as seeing what another player is doing and commenting in real time, but they do serve a big purpose in communication. Some servers have warping items to help players get around larger overworlds so that it isn't necessary to walk through so many levels (most of the time) to find someone to hang out with "in person".

Finally, a bit on over-detailing levels. A couple times in your post you mentioned over-detailing blocking movement: "the over detailing of levels causes players to go around unnecessary obstacles" and "'...block the players everywhere'". What I believe this issue really boils down to is leveling style, which is the primary factor in all disputes about leveling. First, when I make (and "over-detail") my levels, I do not include many tiles that block player movement. Tiles that do this (hedges, fences, trees, mushrooms, small stones, rooshes, etc.) are kept off to the sides of a level or grouped together in areas throughout the level that players can easily see and navigate around. The tiles that would cause people to say my levels are over-detailed are completely passable. I also use cut bush tiles and underneath rock tiles much more often than I do the actual bush and rock (those that can be picked up) tiles.

It's true that (at least ideally) dirt paths should only exist to lead players from one area to another area (with some sort of content in both places). I personally dislike the more simple leveling styles I remember from playing Classic and prefer more interesting (less predictable) levels that I can explore or look at (especially when I and players like me idle). All the same, it is important for things in a level to be conducive to player movement and exploration, but remember that a great deal of what goes into a level is dependent upon the leveler's style.

Hopefully you find my feedback useful in your wondering. If you have any questions about things I mentioned, feel free to contact me.
__________________
Reply With Quote