23 Aug 2023, 06:44

@somasatori said in What Do You Want Out of a MU?:

having 2-4 grid rooms describing broad areas of your town or countryside, with players able to use a temproom or make their own builds feels less overwhelming than a city section of 15-20 rooms

Fallcoast started with a broad strokes grid similar to that, on a slightly larger scale. One of that game’s challenges was that as it grew, each of these broad areas were replaced with smaller groups of rooms and so individual builds had to be moved around inside to populate them accurately which then required jobs, time, and clutter on top of the usual difficulties of building a grid. Zooming in is tougher than adding new areas wholesale, so to anyone building a grid I would suggest keeping this in mind–not to mention the increased development and maintenance of larger grids.

To your point though, my preference is larger grids on an immersion level, especially once map games come into play; larger grids should always have a map to help traverse the main areas of the game, plus they’re fun and dynamic on a gameplay level if controllable. There’s also something special about dropping onto a big new grid and experiencing it for the first time. It’s overwhelming, but in a good way. There’s something uniquely retro and MU* about a cool grid on a game which we have gotten away from in recent years with the advent of discord RP servers and play by post games, but that’s another topic.