[MUD-Dev] Blacksnow revisted

shren shren at io.com
Mon May 6 06:20:53 New Zealand Standard Time 2002

On Fri, 3 May 2002, Matt Mihaly wrote:
> On Thu, 2 May 2002, Ron Gabbard wrote:
>> From: "Matt Mihaly" <the_logos at achaea.com>
>>> That assumes all sorts of other things about the games'
>>> design. In the simplest case, where time is directly tied to
>>> advancement, a character simply being in the game, doing
>>> nothing, does nothing to create community. In Everquest, where
>>> time is indirectly tied to advancement, simply being in the game
>>> also does not advance community. Time provides the opportunity
>>> for more interaction, but I don't believe that simply equating
>>> time spent interacting with strength of community is valid.
>> A player that spends 30 played days playing their characters to
>> the higher levels will always have added more to the 'society' of
>> the game than the player that buys a high level character.  A
>> game that allows a player to raise a character to eBay levels
>> with eBay gear without contibuting to the world's society is a
>> pretty poor design (IMO) for a MUD.

> But you're wrong insofar as it does contribute to the welfare of
> the society. It makes the individuals in the society happier, as
> both sides of the transaction are getting what they want. It helps
> keep some members that would otherwise leave or not bother
> beginning.

If I have a million dollar house next to two other million dollar
houses, and I sell my house to some guy on the street for 10 bucks
and a cup of coffee, then the odds are that my old neighbors are not
going to be happy with thier new neighbor.  It might be possible
that the new resident will respect the house in proportion to the
value inherant in it.  It's just as likely that the new resident
will have wild parties at all hours and push walls over just to hear
the crashing sound they make.



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