@sunny said in Big city grids - likes and dislikes:
I love the idea of the scenes code.
I think it should be implemented alongside a real grid, not instead of.
I am one of those players that needs an actual 'physical' grid for a variety of reasons that I have tried to explain until I am blue in the face, and I will not go into them again (as I'm uninterested in further thinly veiled insults directed towards my person in the form of 'anybody who likes this is stupid' that inevitably result).
But yes, people like me do exist, and while I am sure I would (and have) try games that use a new way of doing it, I inevitably wander away because I cannot find RP with the tools provided to me. It's not how my brain works. The virtual-physicalness of it matters to me.
In something as absolutely linked to creativity as MUing is, it would be stupid to think only one way works for all people. Anyone arguing that "if you like a big grid you're stupid" is actually being really ignorant, since the immersion (however applicable to any one person) granted by a grid to some people might be a key factor in them being able to fully integrate into the game.
As a game dev, someone can definitely decide they don't want a grid, but they can't then turn around and go "all these people who don't come to my game because I don't have a grid are stupid" and expect people to take them seriously. If you want activity and players, you cater at least a little to their basic expectations and preferences, or you shut up and deal with the fact they don't wanna be around.