Quote:Original post by rmsgrey
Quote:Original post by pink_daisy
I won't comment on all games, but i will look at MMOs. Someone recently commented on the forums that they wanted bigger worlds in MMOs, but also wanted better teleportation systems. These two ideas are at odds. Teleporting has the effect of shrinking the game world. If you can move from your current location to any other location, then the world isn't big, it's very small.
Unfortunately most MMOs have these instant travel systems. People want large worlds, but then they want instant travel systems so they can bypass all the content. Again a big world with instant teleporting isn't a big world. There's no difference between a system where the dungeon is just outside of town and where you teleport from town right to the dungeon. In both cases you bypass everything inbetween.
PD
Except that, if you have 1000 dungeons, all of which you can teleport to from town, that's a larger world than the one where there's only one dungeon.
That's an apples and oranges comparison. I'm not talking about two different worlds one with 1 dungeon and the other with 1,000 dungeons. I'm talking about two worlds, both with the same number of dungeons, but in one travel is instant.
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What teleporting does is reduce the distance between locations, rather than changing the number of locations - effetively it alows you to choose the sequence you visit locations in rather than being forced to visit them in one of a limited range of patterns.
If you allow people to travel instantly between locations, then why have the intermediate areas at all? As soon as people gain the ability to travel instantly, very few will walk, and the vast majority will use the teleport system. This creates huge "dead space" areas where people simply bypass the content. It is a waste of time to designers to plan/build these areas when people don't play in them. If you are going to allow instant travel, then why not just remove the areas inbetween? Creating a city where all the dungeons are one screen away is the same as teleporting to them.
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It's similar to the difference between world that's 100 screens lng but only one screen wide, and one that's 10 screens by 10 screens. In one sense, the first is larger, because it can take longer to get from A to B; in another, it's smaller, because there are fewer routes through it; in a third, it's the same size, because there are as many locations.
100x1=10x10, they are the same. The first is *not* larger or smaller, it's the same size. Whether it's 100x1 or 10x10 a player must physically travel in either case. In a teleport system, everything is 1x1 because you have removed the need to make such journeys.
Beyond the wasted areas that very few visit, there are other effects. One is the economy. If it's easy to move (and transport goods) from one area to another, then there will be no regional price differences and it greatly reduces scarcity. If a player must travel through the troll infested forest to get to the rare crystal mine, then the prices of crystals will be higher than if a player could simply teleport back and forth. Note the teleporting also removes additional gameplay. Players have to take greater risks to get the crystals, and they are rewarded with higher prices. It is also a form of accomplishment. Teleporting removes this.
When players can teleport for the various areas in a game world, then prices will tend to homogenize. Since there are basically zero transportation costs involved, the prices for same goods will move toward a single price. This eliminates yet another aspect of gameplay: arbitrage. While many players don't want to deal with these price differences, there are plenty of players who like the economic aspects of virtual worlds. To them playing the economic simulator is fun. They identify price differences in various areas and move to expoit those. EVE Online is a good example of this and there were players who did nothing but play the economic simulator. Not everyone wants to mindlessly bash orcs over the head for months at a time. Again this makes the world more dynamic and appeals to a greater variety of players.
Again there was a post just in the past couple weeks on this forum where someone wanted bigger worlds and at the same time asked for better teleporting systems. These are at odds with each other. The reason many keep asking for bigger worlds is because they already have teleport systems which allow players to bypass much of the content which in turn makes the world feel much smaller.
Should worlds be bigger or smaller than they current are? I dunno, but i do know that removing teleportation systems is the first step. Then designers can re-evaluate to see if a world is too big or too small. Until then changing its size is meaningless.
PD