Real-world skills Was: Re: [MUD-Dev] strong encryption for authentication
tnixon at avalanchesoftware.com
Wed Jul 18 12:21:00 New Zealand Standard Time 2001
From: "Caliban Tiresias Darklock" <caliban at darklock.com>
> On Fri, 13 Jul 2001 10:12:07 -0400, Edward Glowacki
>> Once again this allows someone to use real-world skills to give
>> them an advantage in-game.
> It also encourages people who want an advantage in-game to
> *develop* real world skills. When real world skills become
> useless, your game will appeal primarily to those who don't have
> them. My military and martial arts training were exceptionally
> helpful when playing Quake. That was a real world skill giving me
> an advantage. Frame rate and bandwidth were also important; a fast
> graphics card and a fat pipe gave me an advantage, too. Writing
> good aliases was an advantage, and as a programmer I could do that
> pretty well. So that was my own real-world skills making me a
> better Quake player. Why is that wrong? Real-world skills DO make
> you a better player. Which real world skills those are is
> dependent on the game.
Have to throw in the compulsory "hear, hear" here. All games
involve real-world skills. Period.
Some, like Quake, invovle reflexes and timing (can I hit that guy
with the railgun). Some, like Starcraft, rely on knowledge and
tactics (can hydras beat marines, and if so, how many does it take
and how should they attack). And then some, like EQ, involve the
real-world skill of patience (how long til the next spawn again?).
The long version: every online activity requires real-world skills.
You can (sometimes) choose which skills are relevant, but there will
always be real-world skills involved.
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