[MUD-Dev] D&D vs. MMORPG "complexity"

Matt Mihaly the_logos at achaea.com
Wed Apr 9 20:34:00 New Zealand Standard Time 2003

On Wed, 9 Apr 2003, Chris Holko wrote:
> From: "Matt Mihaly" <the_logos at achaea.com>

>> D&D has a lot of breadth and some depth in a very limited part of
>> gameplay: looting and leveling. It doesn't even begin to approach
>> the overall complexity of muds (or mmogs or whatever you want to
>> call them) in that it pretty much only deals with bashing
>> monsters. There are no formal politics, no formal economic
>> systems and you only have to deal with a handful of people at a
>> time. There is very little complexity beyond the bashing in D&D.

> The complexity of what you speak is generally created by the
> players, rarely if ever does the game code actually perform that
> task.  Taken further, you are failing to distinguish the
> difference between the rules and the world the rules operate on.
> In other words, Greyhawk (?) is your politics, economics, and such
> defined. Greyhawk is the "MUD"

Yes, it's the players that create the complexity. That's exactly why
P&P games do not approach the complexity of games that have 20,000
people in a single world, as opposed to 3-10.


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