[MUD-Dev] curses and grief players

Greg Miller 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 
alternatives.
--
http://www.classic-games.com/              http://www.indie-games.com/
Smarter than God? No, but I'm smarter than he was when he was my age.
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