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8073: [MUD-Dev] Re: WIRED: Kilers have more fun
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From: Robert Woods <rwoods@nebula.honors.unr.edu>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 5 Aug 1998 01:49:43 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Wed, 5 Aug 1998, Jon A. Lambert wrote:
> I would suggest that most all games place a value on certain actions.
> Such valuations may or may not coincide with the valuations placed
> on comparable actions in the real world. Yes, I said most. Even in
> mud games where most all of the rules regarding RL morals, civility
> and ethics are suspended, there are usually some rules which are
> enforced merely to hold players. I don't know many free-for-all
> games that hold players for long if it is well known that admins and
> their personal friends roam about with invincible characters randomly
> killing anyone who logs in. Game players will always bring a very
> basic (e)valuation to any game. If the game is fixed and/or known to
> be unwinnable and without enjoyment it is not a desirable game to
> play. It may not even qualify as a game at all. Sort of like
> "Calvin-ball", if anyone gets the reference. ;)
I'm not sure that Calvinball is a good analogy. After all, for Calvin,
Hobbes, and even the babysitter on one occasion, Calvinball is a great
game. Even though the rules are subject to change at whim (which,
incidentally, I was on the staff of a MUD like that), the point of
the game is to waste time being silly. A better example to me would be a
blackjack/poker game where the deck is marked and the dealer is a known
cheater.
But, I agree totally with you that there are many rules that are there
simply to keep players from giving up and leaving. I have noticed also
that the smaller MUDs tend to have more of these rules, where the larger,
more established MUDs tend to be a lot more relaxed about it. There are
probably exceptions on both ends of the spectrum, but most that I have
experienced have been like that.
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I'm not insane, I'm just irrational.
-Bob