[MUD-Dev] curses and grief players
gmiller at classic-games.com
Fri Jul 21 00:09:24 New Zealand Standard Time 2000
jolsen at micron.net wrote:
> From: Greg Miller <gmiller at classic-games.com>
> > Not every individual's best interest aligns with the group all the
> > time.
> > Letting the group decide, however, works out to the groups best
> > interest.
> The voting majority's best interest, you mean.
Right--where "voting" is used in a very flexible way, meaning anything
from a flexible vote to simply pkilling people you disagree with.
> > As I noted previously, I feel (as do some others here) that my mud
> > is
> > designed for the players. Hence, by definition, there interests
> > are
> > those of the mud.
> Designed for which players, though? Whichever players happen to be
> active this month? That group of unruly college freshmen who all
> happened to storm the gates at the same time? Don't you have a
> responsibility to tailor the MUD to be consistently enjoyable to
> certain kinds of players? And isn't it often true that a minority of
> players provide the most leadership/roleplay/general value to the MUD?
> How do you hear their wishes?
Not really. I don't feel that being there first stakes any claim, and
once you quit, that reduces my interest in your desires. As for general
value, I leave it to the players to decide who's contributing to their
enjoyment and be nicer to them than to people they don't find valuable.
> It has been noted that players don't necessarily know what they want or
> what would be in their best interest. I know that in my first days of
Neither do admins, really. The key is in having more than 50% right more
than 50% of the time. In RL democracies and capitalist economies, people
make stupid decisions, but such systems seem to work better than the
Smarter than God? No, but I'm smarter than he was when he was my age.
*** Please limit .sigs to four lines and avoid HTML mail or posts. ***
MUD-Dev mailing list
MUD-Dev at kanga.nu
More information about the MUD-Dev