[MUD-Dev] Alignment

Jeff Kesselman jeffk at tenetwork.com
Thu Aug 28 14:50:23 New Zealand Standard Time 1997


At 01:38 PM 8/28/97 PST8PDT, JCL wrote:
>A crude summary of their conclusions as I recall:
>
>  Ruthless or otherwise asocial techniques are highly successful in
>the short term.
>
>  Social technique individuals/groups are easily affected by or
>impeded by asocial groups.
>
>  Social techniques win over the long term.

Very nice JCL. A good summation of what we saw.  Of course due to effect (2)
social techniques never get  chance to develop such that they can create
effect (2).

I think the idea of starting a MUD with a c roe group that contains no
asocials and give them a chance to build working social structures first
has a high probability of working -- it's just not real practical for thsoe
of us on commercial products.  ZThe peoepl who pay the electricity bills
want EVERY user possible in in day one, for some very good practical reasons.

My solution has been to "define the  game" to  a degree and build a game
where from day one such social structures already exist in a primative but
usable form in the structure of the game itself.  We'll see if it works..

JK
>
Jeff Kesselman
Snr. Game Integration Engineer
TEN -- The Total Entertainment Network -- www.ten.net

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