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[MUD-Dev] Re: what's fun?
On Fri, 26 Jun 1998 14:21:52 -0700
J C Lawrence <claw#under,engr.sgi.com> Wrote:
>Mike Sellers<mike#bignetwork,com> wrote:
>> Does it all come back to Bartle's suits?
>Anhh, that merely attempts to classify goals.
Excuse me? Less of the "merely", please...
That paper attempts to get MUD designers (among others) to think
about player dynamics rather than going in blindly. Furthermore, it proffers
advice as to how to adjust these dynamics. You may disagree with any or all
of it, but it doesn't "merely" attempt to classify goals.
Richard
- Thread context:
- [MUD-Dev] Re: You think users won't number crunch and statistise your MUD?, (continued)
- [MUD-Dev] A variation on persistent store techniques with notes on distributedprocessing support,
J C Lawrence claw#under,engr.sgi.com, Mon 29 Jun 1998, 20:34 GMT
- [MUD-Dev] the why of online worlds,
Mike Sellers mike#bignetwork,com, Mon 29 Jun 1998, 03:42 GMT
- [MUD-Dev] Re: what's fun?,
Richard Bartle 76703.3042#compuserve,com, Sun 28 Jun 1998, 10:21 GMT
- [MUD-Dev] Re: Quotes from Marcus Ranum,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 27 Jun 1998, 19:46 GMT
- [MUD-Dev] Quotes from Marcus Ranum,
J C Lawrence claw#under,engr.sgi.com, Fri 26 Jun 1998, 22:05 GMT
- [MUD-Dev] Re: Suggested theme,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Fri 26 Jun 1998, 14:45 GMT
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