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7590: [MUD-Dev] Re: what's fun?
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From: J C Lawrence <claw@under.engr.sgi.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 01 Jul 1998 10:11:19 -0700
References: [1]
Organization: Kanga.Nu
On Sun, 28 Jun 1998 06:19:23 -0400
Richard Bartle<76703.3042@compuserve.com> wrote:
> On Fri, 26 Jun 1998 14:21:52 -0700 J C Lawrence
> <claw@under.engr.sgi.com> Wrote:
>> Mike Sellers<mike@bignetwork.com> wrote:
>>> Does it all come back to Bartle's suits?
>> Nahh, that merely attempts to classify goals.
> Excuse me? Less of the "merely", please...
At the level of the discussion, that of defining "what is fun", my
comment would seem accurate.
> That paper attempts to get MUD designers (among others) to think
> about player dynamics rather than going in blindly. Furthermore, it
> proffers advice as to how to adjust these dynamics. You may disagree
> with any or all of it, but it doesn't "merely" attempt to classify
> goals.
Yes, your paper does do more than merely classify goals, however those
extra values don't seem pertinent to an attempt to define "fun" on a
MUD level. They are pertinent as you say to building a "fun" game,
just not to defining "fun" itself.
Its a question of focus.
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------(*) Internet: claw@under.engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...