[MUD-Dev] Hard Sci-fi muds was Character evolution

Adam Wiggins nightfall at user1.inficad.com
Fri Sep 19 00:18:42 New Zealand Standard Time 1997


[Chris G:]
> :So tell me again why you are keeping track of an uninteresting place
> :where no one ever goes?
> 
> Well, all of the real world was essentially "uninteresting" at some
> point - i.e. the interesting things in it hadn't been discovered yet.
> A lot of what makes an area interesting are the things that players
> and builders have done to it. Someone looking to start from scratch
> will *want* to go out into an "uninteresting" area. If there are enough
> in-game mechanisms available, then you don't even have to be an official
> "builder" to do it - just take you trusty axe and some other tools, and
> go build yourself a cabin in the woods. Perhaps others will join you,
> and you can create a new town.
> 
> Requires lots of in-game support systems, but if they are there, then
> there *are* reasons for going to "uninteresting" places.

Imagine the mud where the (known) locations were over-populated and
over-developed.  In this case, finding a virgin strip of flatland would
be a practical gold mine...




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