[MUD-Dev] Re: Storytelling vs. Simulationist (Was Re: Room de scriptions)

Koster Koster
Sat Oct 3 10:12:20 New Zealand Daylight Time 1998

> -----Original Message-----
> From: Caliban Tiresias Darklock [mailto:caliban at darklock.com]
> Sent: Friday, October 02, 1998 9:53 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re: Storytelling vs. Simulationist (Was Re: Room
> descriptions)
> My take on why this happens is reasonably well-defined. The 
> imps and imms on a MUD are generally people educated and interested in
> sciences, and as such they value the control structures of a MUD --
> The folks who run a MUSH, on the other hand, tend to be educated in
> "softer" disciplines of psychology, literature, philosophy, all those 
> subjects which we laughingly refer to as the "humanities" (would that 
> make the sciences "inhumanities"?) -- and as a
> result, they have a general distrust of and often a disdain 
> for those same control structures. 

Interesting. Then perhaps a partial explanation for the way in which
Legend layered dramatist-style play on top of a gaming environment lies
in the fact that its original cast of immortals were a programmer, a
historian, a writer, a sociologist, and an economist...


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