[MUD-Dev] RE:

Brian McGroarty brian at robotattack.com
Fri Nov 16 14:53:48 New Zealand Daylight Time 2001


On Wed, Nov 14, 2001 at 12:13:56PM +0100, Hans-Henrik Staerfeldt
wrote:                                                       

> Even if you adapt that idea then i would re-ask Raph's question in
> your wording;

>   "Why is it that the average cartoon lets you project your own
>   values and morals onto it better?"

The average cartoon has a storyteller with the focus where he or she
places it, and a singular agenda.

Multiplayer games have multiple people with multiple agendas, and
most players' focus is set upon their own self.


Cartoons are scripted, edited for days, and drawn or rendered over
the course of months, then edited a bit more.


Game choices are real-time, distributed among individuals, and are
usually very short-sighted. In a game, there's nobody making sure
you were there to see the motivation for every choice made, so the
values and morals behind the decision can be rather confused for
other players.


Cartoons usually have a primary character or set of characters, and
a supporting cast designed to make their environment interesting.

In games, everyone tends to gravitate between freak or hero with no
in-between.

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