[MUD-Dev] Re: Laws of Online World Design

Jon A. Lambert jlsysinc at ix.netcom.com
Sun Oct 11 00:29:11 New Zealand Daylight Time 1998


On 10 Oct 98, Koster, Raph wrote:
> A first pass on this project. Please feel free to question, debate, add,
> etc. Only try to do it in pithy little statements. ;) Many thanks to all
> those who helped with some of these laws, too.
 
Here's a few:

As a virtual world's "realism" increases, the pool of possible
character actions increase.

The opportunities for exploitation and subversion are directly
proportional to the pool size of possible character actions. 

A bored player is a potential and willing subversive.

Players will eventually find the shortest path to the cheese.

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