[MUD-Dev] DESIGN: Role playing and Voice Chat

Michael Hartman mlist at thresholdrpg.com
Thu Oct 13 11:02:34 New Zealand Daylight Time 2005


Damion Schubert wrote:

> I was right there with you for years and years, but now that I've
> actually had more experience with voice chat in an MMO, I can
> safely say that it doesn't matter. Communicating via voice chat is
> inherently better in many situations, especially small squad
> situations and especially in games with reasonably complex
> rulesets that require players to cooperate and adjust their
> tactics on the fly (which should, in my opinion, be most of them).

I thought we were talking about role playing. You're talking about
combat.

> Does it break role-playing immersion? Possibly. But people seem to
> be able to handle Katrina the Pixie sounding like a 40 year old
> truck driver with a voice two octaves below Barry White in a table
> top setting, don't they?

Once again with the totally inappropriate PnP analogy. PnP RP works
in spite of this, not becuase of it. PnP RP has innumerable other
things going for it that counter these short comings.

> What really breaks immersion is dying a stupid death because you
> couldn't type 'heal me!' fast enough or, worse, that message was
> spammed out of the chat box.

Again, that's not role playing you are talking about.

--
Michael Hartman, J.D. (http://www.thresholdrpg.com)
President & CEO, Threshold Virtual Environments, Inc.
University of Georgia School of Law, 1995-1998
Georgetown University School of Foreign Service, 1990-1994
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