[MUD-Dev] Logical MUD Areas

Ryan P. rpfeiffe at niu.edu
Mon May 7 22:46:36 New Zealand Standard Time 2001


At 02:16 PM 5/7/2001 +0100, Adam Martin wrote:
[snip]

> Black & White - because it goes a long way to fulfilling the
> "immersive" promise made by many games in their marketing briefs, by
> making players actually care about their actions instead of "merely
> playing a game, which isn't real anyway".

I must comment about Black and White. The screaming children as you
sacrifice them didn't bother me much. However, in the first land when
the piper was stealing the children, and I heard them crying in his
little house, I went nuts trying to figure out how to stop him. ;)
Took me awhile to figure out I had to leash the creature right on him
for it to work, even with big hints from the consciences. Still
though, a game has never garnered that reaction from me so I was quite
impressed.

--Ryan
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