Not a member yet? Register for full benefits!

Lost Techniques: Remort

Remort is a strange term, at least at first. It comes from the MUDding communities, although even there it is not common unless you look at the MUDs which have survived decades of user activity. Some younger MUDs use it too, and if done well, there too it helps keep the community alive. Modern, 3D graphical VRs used for gaming or roleplay do not use it, and there seems to be little reason why not.

So what is Remort?

Remort is essentially convenient shorthand for remortification, a term that will not be found in many dictionaries. It is better described as taking a mortal creature and remaking them into a very different mortal creature.

In gameworlds, this remort process is used to lengthen and deepen player experience and user engagement. One of the main reasons for churn with established players is that they have reached the end of the experience treadmill. New content will keep them interested for a while, but they are as powerful as they are ever going to be, know all they are ever going to learn; they have seen it all, done it all, and beyond simple curiosity at new areas, there is nothing left for these royal achievers to accomplish.

They can of course start a new character, and go through things all over again. Some do just that. However, it is a lot to ask for the user to throw away a character they have bonded with, fought with, partied with for maybe 500 hours of development, losing all their stats and skills, all their abilities, and start back at base with zero again.

Not many can do that. Even fewer can do it four or five times over.

So instead, unless they have friends in-world, they leave. Oft-times they leave and take their friends with them, leading to a churn of the older, established players.

Remort was developed as a counter to this situation. When a player reaches maximum level, maximum ability, they are offered the chance to remort, to transform into someone different.

They usually become a new species, a transcended being not available with the normal choices.

Sometimes they get to keep all their skills, sometimes all their health and power reserves. How it is implemented differs wildly from world to world. Always though, the player is left with a stronger character than an ordinary level 1, and a feeling of accomplishment, as they work back up from that first level with the remorted character, back towards max.

Sometimes there are multiple levels of remort. As each remorted race reaches max, it can remort again into another new species and another, each time going back to first level, but with significant stat improvements over the previous race. In this way, tens of thousands of hours of experience can be generated relatively easily, and the number of races/classes can expand gradually over time.

As an added bonus, it allows essentially a layered experience for role-play worlds, where the result is essentially a new character, but everyone knows them, and that is perfectly explainable in world.

Executed correctly, remort is one factor among many that allows the older textual gaming worlds to retain players for ten years or more, still using and still advancing the same characters.

Maybe there is something for the flashy counterparts to think about, after all?

Staff Comments


Untitled Document .