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10590: RE: [MUD-Dev] Gender and Mud Development

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From: "Koster, Raph" <rkoster@origin.ea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 10 Jun 1999 09:32:24 -0500
Organization: Kanga.Nu
> -----Original Message-----
> From: J C Lawrence [mailto:claw@varesearch.com]
> Sent: Wednesday, June 09, 1999 10:44 PM
> To: mud-dev@kanga.nu
> Subject: Re: [MUD-Dev] Gender and Mud Development 
> 
> I question whether the life-span on testosteronal MUDs is not
> ncessarily short,

My belief is that one reason why there are so many fairly similar hack n
slash ones is that many of the hack n slash types move on from mud to mud
when they master a given one. The ladder of achievement is exhausted, and
the game doesn't evolve into different modes of gameplay as you advance in
it--it remains just kill-the-foozle.

>  and whether the attraction of less brutal games
> (with the resultant lack of economic inflation problems) is not due
> in a large part to the fact that the game itself can remain (or be
> predicted to remain, which is an equally if not more sensitive and
> important player perception) interesting for far longer.

Yes, except that it has no initial hook, which may present a problem. A lot
of the less brutal games out there now have real trouble giving an immediate
goal for players that is clearly understood and easy to achieve (like, say,
kill-the-foozle).

> Short and long term goals...

I hammer on this point: support MULTIPLE goals...

-Raph


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