@Warma-Sheen said in MU Peeves Thread:
Fully serious question. How do you really expect staff to build a limited number of places people want to go to when you have a constantly shifting player base who all want different things?
Great question!
So having just opened a game myself (ahaha lol screaming), my original plan was to just do one big room per area. The game itself is an ocean with a bunch of island city states, so I was like “One room per city state, boom, done”. Because at the end of the day, descing 40+ rooms just felt like a chore to me.
MY GOOD FRIEND @Nilli was more into descing out spaces, so she went ahead and did I want to say like 3 rooms per city state. And they’re, I think pretty classic MU hang out spots.
If we need more spaces, or players want them, it’s easy to build them out. We’re operating on Ares, it’s super convenient.
And I guess I should clarify when I say I don’t like big grid games, it comes down to that I personally don’t want to build a giant grid of rooms all at once, or have a room of dead business and empty apartment buildings. That said, I also specifically created a game where that’s more or less not a thing that’ll happen super often.
But otherwise, yeah. I can ignore the rooms that are used less often, it’s not the end of the world.