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[MUD-Dev] Re: WIRED: Kilers have more fun
On Tue, 23 Jun 1998 10:25:46 -0700
Mike Sellers<mike#bignetwork,com> wrote:
> No you see -- that's precisely my point. We will never have
> "perfect code" like this. Nor will a game be enjoyable for long if
> it's up to the GMs/sysops/etc to zap people from on high. This is
> why I called it *social* engineering. We can't create code to make
> sure that no one annoys anyone else, but we *can* create code to
> make sure that the players can create their own social mechanisms to
> deal with such situations. We can't provide technological or
> central-business-oriented solutions to what are inherently
> distributed social issues.
Back in the early days of this list one of my more connon chants was,
"That's a social problem, not a technical problem!" Attempting to
aolve social problems by technical solutions is damn near a recipe for
disaster. Providing technical tools for solving social problems by
social means is much more promising.
Not that this adds anything new to what you said.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
- Thread context:
- [MUD-Dev] Re: WIRED: Kilers have more fun, (continued)
- [MUD-Dev] Re: WIRED: Kilers have more fun,
Mike Sellers mike#bignetwork,com, Tue 23 Jun 1998, 01:58 GMT
- [MUD-Dev] Re: WIRED: Kilers have more fun,
John Bertoglio alexb#internetcds,com, Tue 23 Jun 1998, 06:09 GMT
- [MUD-Dev] Re: WIRED: Kilers have more fun,
Maddy maddy#fysh,org, Fri 26 Jun 1998, 10:31 GMT
- [MUD-Dev] Re: WIRED: Kilers have more fun,
Koster, Raph rkoster#origin,ea.com, Fri 26 Jun 1998, 14:39 GMT
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