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[MUD-Dev] the why of online worlds
Some of you may see this more than once, depending on how many email lists
we share. :-)
I ran across this quote today, and it really resonated with me. One
question that seems implicit in much of what we do in attempting to create
online worlds, is: _why_ are we doing this? Is it ultimately for pure
entertainment (at the level of Baywatch or perhaps Star Trek?), for
unabashed commerce, or something else?
Personally, I believe that viewing online worlds as mere entertainment or
commerce is missing the much larger, more important picture. I've said in
other contexts that fundamentally, I believe the Internet will prove to be
either the next locus of human colonization, or the biggest waste of time
in history -- to a large degree, it is up to us to decide by way of what
products and services we provide. Can the web be more than a new overbuilt
cyber-strip chock full of banal advert-sites and Lord-of-the-Flies game
worlds? I think so.
Now you may think that I've been reading too much philosophy again, but
apart from any marketing hype, I do see the web in Promethean terms: it is
already causing greater shifts in our world than did movable type. And
that is why, for my part, I'm not content to just make yet another way cool
combat system or fantasy game (though those are appealing too :-) ). Games
are great, but I believe we have the opportunity, finally, to do more than
just provide lulling illusions to our customers. If you'll forgive the
gender-specific pronouns, I think you'll see what I mean:
We are all blind until we see
That in the human plan;
Nothing is worth the building
That does not build the man.
Why build these cities glorious
If man unbuilded goes.
In vain we build the world
Unless the builder also grows.
-- Edwin Markham
Comments?
--
Mike Sellers Chief Creative Officer The Big Network
mike#bignetwork,com
<http://www.bignetwork.com/>http://www.bignetwork.com
Fun Is Good
- Thread context:
- [MUD-Dev] Re: You think users won't number crunch and statistise your MUD?, (continued)
- [MUD-Dev] Re: You think users won't number crunch and statistise your MUD?,
Dr. Cat cat#bga,com, Mon 29 Jun 1998, 22:02 GMT
- [MUD-Dev] Re: You think users won't number crunch and statistise your MUD?,
Ling K.L.Lo-94#student,lboro.ac.uk, Tue 30 Jun 1998, 12:58 GMT
- [MUD-Dev] Re: You think users won't number crunch and statistise your MUD?,
Travis S. Casey efindel#io,com, Tue 30 Jun 1998, 19:13 GMT
- [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
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