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19570: Re: [MUD-Dev] [OT] Taking things too far.
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From: Scott Stuart <srstuart@bigfoot.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 16 May 2001 00:05:11 -0400
References: [1]
Organization: Kanga.Nu
Greg Munt wrote:
> Maybe I'm not up with the street-cred terminology enough. What's a
> "hard-core" mud? Note: lower case :-)
<snip>
> A mud is about community. About groups of people coming
> together. Real people. When a character is harassed, the player
> feels their pain. Effectively, the character is simply a conduit to
> the player's emotions. I'd say that the blame is sourced at the
> bonds that players fundamentally grow between themselves and their
> characters. (This has been discussed in another thread.) I'd think
> that immersion has a role to play in this as well.
Hard-core: PK, real death, limited multi-play, player-enforced
roleplay, etc.
The only reason I mentioned 'hard-core' was because I feel that
players of a mud of this type attracts hard-core players who tend to
get more immersed, more attached to their characters, etc., and
perhaps are more likely to take things too far.
SRS
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