[MUD-Dev] RE: Demodom (was Brand Loyalty (was...))

Ted L. Chen tedlchen at yahoo.com
Thu Jan 16 11:50:34 New Zealand Daylight Time 2003

Damion Schubert wrote:

> Ultimately, this will have to be challenged, though.  I just don't
> think that MMPs will ever reach their potential without a better
> demo system than 'play the beta and ignore the bugs'.  I'd love to
> hear more ideas from you guys on ways that demodom could be
> achieved.

I have the faint inkling that someone brought up the idea of
voyerism on a separate unrelated thread, but for the life of me, I
can't think of who.  Anyway, having demo-cameras in public places
(in a big brother sort of way) is one way to provide a glimpse of
the environment and hopefully the people who inhabit it.  The tv
monitors for these cameras can be placed in an isolated room away
from the rest of the system.  Private spaces, by default, are not
subject to demo-mode.

There are of course, upsides and downsides of this feature.


  - Non players do not interact with pay-players.

  - Hides the complexities of interface issues from prospective

  - Strategic placement of cameras can create a seemingly more
  active and vibrant world.


  - Has a very big-brother feel to it.

  - Very passive experience.

  - Does not work in MMPs without active public centers.

Extensions of this theme can be letting players decide whether or
not they allow a 'camera-man' to follow them around, even into
private spaces.  Judging by the number of web-cams on the net, I'm
sure there are some people out there who might turn this feature on.
Just a few might provide enough close, personal 'content' for the
demo-mode monitors.


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