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3027: Re: [MUD-Dev] "short" Introductory Message (fwd)
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From: clawrenc@cup.hp.com
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 14 Aug 97 13:53:15 -0700
References: [1]
Organization: Kanga.Nu
In <Pine.LNX.3.96.970813072110.140C-100000@mpc.dyn.ml.org>, on
08/13/97
at 06:40 PM, Matt Chatterley <root@mpc.dyn.ml.org> said:
>On Tue, 12 Aug 1997 clawrenc@cup.hp.com wrote:
>> at 11:39 AM, Martin Keegan <martin@cam.sri.com> said:
>> >On Wed, 2 Jul 1997 clawrenc@cup.hp.com wrote:
>> >> Precisely. Just what is there for a player to do once he's made Wiz
>> >> on a standard MUD other than thumb twiddle or torture the local
>> >> inhabitants?
>>
>> >Nothing. For that player, the game is over. That is NOT to say that
>> >it's badly designed, nor that this isn't a huge problem. I spot an
>> >assumed orthodoxy here.
>>
>> Yes, much the like assumed orthodoxy that MUD users want to play
>> heros. Nightmare provides a perfect case in point to demonstrate the
>> fallacy of that one.
>Yes. Mind you - I haven't really found a perfectly amicable solution
>to this. Some (well, one that I can name) muds allow a choice at a
>certain level between wizard and hero - continuing to play ad
>nauseum, and becoming a creator. There are inherent problems in this
>(you can get creators who are not necessarily good with
>responsibility - although determined in their play). I personally
>plan to try and make higher levels more interesting (this is where
>strategy and wargame elements will come into play much more), and
>take wizards through application outside the game.
Bartle proposed a simple solution as a side-effect of perma-death. If
you have incompetants approaching situations of power they are
unsuited to, either kill them, or ensure they are killed.
--
J C Lawrence Internet: claw@null.net
(Contractor) Internet: coder@ibm.net
---------------(*) Internet: clawrenc@cup.hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...