[MUD-Dev] RE: CGDC, a summary
Mon May 11 10:15:23 New Zealand Standard Time 1998
On Sunday, May 10, 1998 2:14 AM Adam Wiggins [SMTP:adam at angel.com]
> - Indocrination. Air Warrior has a training school he cited as
> obviously retrofitted tack-on, and UO has nothing at all, but
> dumps you into the big bad world. I guess he wanted a Merc mud
An issue we have wrestled with a LOT. After all, even newbies tend to
hate mud school.
> - Rites of Passage. He said that this was something completely
> Air Warrior when it came online, and the ones they tried to add
> poor. The players ended up coming up with their own that were
> He also complained about UO since it's entirely skill based;
> few-to-no 'platos' of accomplishment one reaches.
Yep, an accurate criticism. We've discussed this here before. Amy Jo
Kim also discusses rites of passage under "events" usually, though it
sounds like her presentation got abbreviated and she wasn't able to
cover that in much depth.
While built-in rites of passage are important, one also has to
acknowledge that players will make their own ANYWAY. Common ones on UO
involve guild initiations, for example. A creating "pomp and ceremony"
in code often fails. How many of us felt the "go back to town to your
guild and gain" routine was actually a powerful ritual? Yet that is
exactly the sort of thing that rites of passage means. More commentary
on how to accomplish this would be welcomed by me on the list!
> - Player vs Player. He stated baldly that no game should allow a
> 'take away' something of value from another player. This PvP is
> games like Air Warrior where you only loose some pride when you
> but completely unacceptable for games like RPGs where you "ruin"
> otherwise damage someone's character, whom they may have invested
a lot of
> time in.
So he stated this, but then went on to say
> that conflict is
> essential, as it accelerates the bonds between those involved, and
> on-line communities have so much less time availible to them (since
> play for a small fraction of their total real-life time), this
> necessary to form meaningful bonds in a reasonable amount of time.
? Interesting. I've made the same latter point myself many times, but
I would argue that to the victim, the difference between being
harassed and pkilled isn't that large, regardless of the "loss"
> The second and most interesting class I attended was a round
> by Amy Jo Kim, who seems to be in high regard with a few folks on
> 6. Events. This is the one topic she hit on that I don't think
> discussed here in any depth (or at all?). She started by asking
> major community that has ever existed that didn't have regular,
> events - ie, holidays. They greatly enhance the sense of
> those in the community, as well as offering a good chance for
> socialize. I found myself realizing that this particular topic
is a lot
> more important than I've ever considered it; the things that
> drew me back to the muds that I played the most were events.
> I don't think I've ever played one with mud-wide events that
repeated on a
> regular basis.
LegendMUD celebrates a number of holidays, including the annual April
Fools' "change the mud around" day, the Easter egg hunt, Christmas,
and many others, with special events. These have become very popular.
We also have hosted quarterly trivia competitions, pk tourneys, etc.
And I don't think Legend is particularly unique in this regard--many
muds have run similar programs. Renegade Outpost used to do Chaos
Nights, where the whole server was made PvP for a night and then the
DB was rolled back the next day, so nothing counted. Meridian 59
lifted this idea and did something similar involving a blood red
> she said that UO recently implemented an internal calander which
> displayed upcoming events, and allows guild leaders (?) to add
> guild events to it. (I haven't seen this, but I'd like to.)
Not internal. On the web:
http://www.owo.com/calendar/curblockmonth.html is the current
calendar. Players submit events via email and we publicize them.
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