[MUD-Dev] DESIGN: The game with a thousand faces

Mike Rozak Mike at mxac.com.au
Fri Apr 1 13:03:24 New Zealand Daylight Time 2005

John Buehler wrote:

> Said another way, the people who are designing virtual worlds are
> people who like the idea of sitting at a computer for 8 hours at a
> stretch, typing on a keyboard, using a mouse, watching a monitor
> and listening to speakers as a form of entertainment.  It suffices
> for them.  Such people apparently like achievement-oriented games.


> In short, change the givens and you change the outcomes.  With the
> givens that we have, a certain type of individual is drawn to be
> in and around the medium of the game.  And a tiny subset of those
> people will have the will, creativity and drive to actually create
> an experience in that medium.

Interesting idea... to use an analogy starting over a thousand years
ago: When the "fictional book" was first invented, the only people
that could read were clergy and nobles, so the genres of fiction
were religious, historic, and heroic. (Aka: Le Morte de Arthur) As
more people could read, more genres were added, including romance
(middle-class England in the 1700's), mystery (1800's), horror
(1900's), and science fiction (1900's).

If this is the case, what new genres might be created as the VW
audience expands/changes?

Mike Rozak
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