[MUD-Dev] Re: Levels versus Skills, who uses them and when.

J C Lawrence claw at under.engr.sgi.com
Tue Jan 12 16:45:57 New Zealand Daylight Time 1999


On Fri, 08 Jan 1999 21:22:15 +0000 
Mik Clarke<mikclrk at ibm.net> wrote:

> Be careful that you don't end up with a Diku type problem where
> the only way to gain essence is to kill things.  That will make
> peaceful artists and sculpters (folk who don't kill but do create)
> somewhat rare (or they'll be running a continual essence debt).
 
Quoting from:

  http://mud.sig.net/raph/gaming/laws.html

Dr Cat's Stamp Collecting Dilemma
"Lots of people might like stamp collecting in your virtual
world. But those who do will never play with those who like other
features. Should you have stamp collecting in your world?" We know
that there are a wide range of features that people find enjoyable
in online worlds. We also know that some of these features are in
conflict with one another. Given the above, we don't yet know if it
is possible to have a successful world that incorporates all the
features, or whether the design must choose to exclude some of them
in order to keep the players happy.

--
J C Lawrence                              Internet: claw at kanga.nu
(Contractor)                             Internet: coder at kanga.nu
---------(*)                    Internet: claw at under.engr.sgi.com
...Honorary Member of Clan McFud -- Teamer's Avenging Monolith...




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