[MUD-Dev] Expected value and standard deviation.

Sheela Caur'Lir dstgasey at webhiker.dk
Wed Dec 24 12:21:33 New Zealand Daylight Time 2003

From: "gbtmud" <gbtmud at hotmail.com>
> Ola Fosheim Grøstad [mailto:olag at ifi.uio.no] wrote:

>> There is no reason to believe that humans in online worlds are
>> significantly different than humans in the physical world. Is
>> there?

> On the contrary. It is well known that people on the net tend to
> be less constrained by the regular rules of conduct since they
> cannot be held accountable because of the nature of the
> medium. This tends to lead toward more aggressive behaviour, at
> least in my experience.

They also tend to be far more volatile.

Again because there is no bonds, they can be a perfectly happy
little crowd one moment and then a raging horde the next and then
shift back just as fast. If anything, I would love to be able to
make a NPC system that was just as good at changing as the players -
That would be a rush !

Generally though, their base personality wins trough after prolonged
time and with that comes base ethics as well. But with turn over
rates, you always have a pretty mixed crowd of newbies and veterans
.. ie. people who have not settled down yet and some who have.

Jens L. Nielsen
(aka. Sheela Caur'Lir)
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MUD-Dev at kanga.nu

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