[MUD-Dev] Critiquing Muds

Matthew Mihaly diablo at best.com
Wed Jul 7 18:38:56 New Zealand Standard Time 1999

On Wed, 7 Jul 1999, Koster, Raph wrote:

> I think communities can be found in much smaller muds--250 is merely a
> yardsitck for when *subcommunities* will emerge. And I lifted the figure
> from Richard Bartle. Reference is his article on "Bad Ideas for Multi-Player
> Games," where it is tossed off as part of Bad Idea #1:

That number is way too big. We don't get more than 90 players on
simultaneously, and there is no question we have subcommunities. They are
generally organized along political lines. For instance, rarely, if ever,
would you even see members of the Church socializing with Occultists. They
despise each other, and it carries over into any ooc socialization. I
suspect the reason for this in a relatively smaller game is the game is
structured to be mainly PvP, and the political organizations are
structured so as to have opposing goals, requiring conflict, which tends
to polarize communities.


MUD-Dev maillist  -  MUD-Dev at kanga.nu

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