[MUD-Dev] To good to be TRUE, in an MMPORPG?

Sean Kelly sean at ffwd.cx
Fri Jul 27 06:49:15 New Zealand Standard Time 2001

From: "Kristen L. Koster" <kkoster at austin.rr.com>

> I believe many of the concepts that were tried in UO were never
> brought to the light of day effectively. The level of team buy-in
> and understanding to any design concept is sometimes more
> important than issues of scale. If your idea for a better mouse
> trap can't be conveyed to the guy who's going to manufacture it
> for you, it's not going to be very effective. Especially if he
> tells you, "We don't have time to manufacture springs too! We'll
> just ship them without!"

> So I would agree that we discovered new ways to do old things
> wrong, but I'd say that was mostly in the project management
> department. I still don't believe many of the systems ever had a
> fair trial to say that they could or couldn't work.

I agree.  I remember reading the concept description of UO before it
hit beta and it sounded fantastic.  The reality of the game didn't
match the model described.  I assumed it was a result of time
limitations and internal politics.


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