[MUD-Dev] Levels and Goals [was Alright..IF your gonan do DESIESE]

Jeff Kesselman jeffk at tenetwork.com
Tue May 27 12:33:06 New Zealand Standard Time 1997

At 08:58 AM 5/27/97 PST8PDT, you wrote:

>> I guess our whole philosophy is that we'll just design a world full of
>> interesting and engaging stuff to do and see and visist and be.  What you
>> as a player want to do with that is completely up to you - there's no
>> default "game", persay.
>Yup. Quite right. This is the sort of things I want to see more of out
>there, and the sort of thing that I want to achieve. 

Okay opinion time, but from over a years worth of experiecne struggling to
build a communtiy around a mid-designed commerical MUD...

The "Well just build a world for you" approach doiers NOT work with the
common public. It CAN work but ONLY if you limit your user population.

A few destructive assholes will otherwise quickly define the agme as
"ruining everyone else's fun" and go around doing just that.  meanwhile,
everyone else will stand around confused abotu what to do, and the asshoels
wil lend up 'dfeining" your game for you as asshole-world.  

Modern Americans at least have bad social skils and worse coping skills.
if yo udont' structure the world for them it wil at BEST hit the level of
caveman roileplay (which idefiend before) and the soiphistication i nplay
of a giant game of king-of-the-hill. 


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