[MUD-Dev] Law of Resource Congestion

Matthew Mihaly the_logos at achaea.com
Fri Aug 11 13:01:41 New Zealand Standard Time 2000

On Thu, 10 Aug 2000, Nathan F. Yospe wrote:

<snip snip snip>

> I think he wants to create unique looking items.  I don't find that all
> that reasonable, however.  Most swords look alike.

Most swords may look alike (well, most foils look similar, most
broadswords look similar, etc) but that's not really relevant to this
discussion, I think. If the players want unique-looking items, then it is
entirely reasonable that every player have unique looking items (I don't
actually give all players unique-looking items, as uniqueness has value,
and thus we charge for unique descriptions, but you see my point I'm

I don't really ever give any credit to any design argument whose basis is
"Well, it's this way in reality." Fun, not simulation.

> That's something I never bothered with.  Let the players themselves learn
> archaeology and history; I'll merely support preservation of state, to an
> explicably reasonable degree.  That famous sword would probably not be as
> recognizable after lava and rust had deformed it...

But again, so what if lava and rust would mess it up in reality? Muds are
not reality. (Granted, I realize that you, Nathan, try to simulate
reality, but I must respectfully question whether a mud that attempts to
simulate reality as strictly as you seem to want to will ever get any
significant playerbase.)

"He that is wounded in the testicles, or have his penis cut off, shall not
enter into the congregation of the Lord." Deuteronomy 23:1

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