[MUD-Dev] Re: pet peeves

Matthew Mihaly diablo at best.com
Thu Feb 18 11:51:22 New Zealand Daylight Time 1999


On Thu, 18 Feb 1999, Ola Fosheim [iso-8859-1] Gr=F8stad wrote:

> Design principle: never take away the investments that locks the user to
> _your_ game.
>=20
> ):permadeath removes the core investments: identity, ability to influence
> (social standing)

I used to agree with you completely, but JC Lawrence made some really
excellent arguments for things that permadeath can bring to a game that
pretty much cannot exist without that risk, ie a massively heightened
sense of risk (and thus passion) about what you are doing. When the risks
are high, so are the passions.


--matt



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