Edoras wrote:
You're meant to have to explore these, and I find that to be a good thing because in most cases, those items are either cheaper or more effective than their clearly-labeled counterparts, and SK is a game that is geared towards rewarding exploration, even if its only in small ways.
I presume that by "mean to have to explore" you refer to builder's intent. As a former builder, I have to disagree... well, in part. You're about half right. You have to put it in an IC perspective.
There are those hidden shops, the repositories of hard to find items or arcane lore, the black market that caters to legally-challenged tastes, high-end specialty sales where the buyer is expected to know the value of what they're purchasing before they buy it, or the dishonest who want to be secretive and so on. Yes, you are meant to "explore" those. You can find out about them ICly, or by experimentation, or (if the builder is excellent at their work) through clues that hint at their value or application.
The rest of the shops though, these are people working day to day to earn a living. They have every reason to be up-front about what their product is and does. The mage is covering the cost of those valuable reagents he needs, the blacksmith, tailor, cooper, etc, they're feeding their family. Would a good car salesman expect you to buy your vehicle while knowing about it only that which you can glean from seeing it?
The point is to treat the NPCs as if they were real players, and design for exploration accordingly. Personally, I think any builder who expects a player to identify every shop item and piece of atmosphere in their zone as a kind of "exploration" has an over-inflated sense of their own self-worth and is focusing way too much mental energy on trivial crap that players don't actually care about. Exploring is finding those kewl or hidden features, solving the quests, understanding how or why things work the way they do, discovering the undiscovered.
Not... data collection.
That's a problem common to MUDs as I see it... not treating the world of NPCs as if it were a living place. According to their respective stories, these people have founded empires and kingdoms, established great libraries, accomplished feats of might and magic, etc. Only the truly skilled explorers and proactive (PCs) go beyond that... the rest of the people had to work together in their groups... the Taslamarans, the Uxmalnites, the Nerinians, the Empire of the Bright Star... to build the world as it is now. That means consolidation of knowledge, and not just the construction kind. Much of it will be hidden or horded, but this is a deathless (in the sense of resurrection) world, and knowledge of the more common variety can't be protected by assassination or murder here. It spreads and becomes public.
In other words, one needs to look at the information being asked for and decide whether it really needs to be "explored", whether it's truly IC to keep it hidden away somewhere.
As far as shops go? Mundane tneds to be the rule, and the answer is no, specialized, those exceptions that capture the imagination? Yes.