[MUD-Dev] Re: darkness/visibility

Holly Sommer hsommer at micro.ti.com
Fri Jun 12 10:51:35 New Zealand Standard Time 1998

(Bah, original poster's name got snipped)

On Fri, 12 Jun 1998, Andrew C.M. McClintock wrote:

> > strycher at toast.net wrote:
> ><snip>
> >
> >>Why get more complex, unless you really have something specific in 
> >>mind to gain?

This is something I think gets overlooked FAR too often, when developing. 
It's one thing to slow a player down so that they don't advance "too 
quickly" (whatever your definition of that is), but it's entirely 
another, to introduce "busy work" into the game - unless, of course, this 
is part of the foundation of your game. But then, how many people like 
spending their free time doing busy work? :)


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