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15963: RE: [MUD-Dev] Permadeath or Not?
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From: "Zak Jarvis" <zak@voidmonster.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 5 Dec 2000 01:55:59 -0800
References: [1]
Organization: Kanga.Nu
> From: Travis Nixon [tnixon@avalanchesoftware.com]
> Sent: Monday, December 04, 2000 9:56 AM
> From: "Corey Crawford" <myrddin@seventh.net>
> To: <mud-dev@kanga.nu>
> > Hi all!
> >
> > There's an interesting discussion about permadeath going on, on the
> > new Star Wars Galaxies site, at
> > http://www.station.sony.com/starwars/.
> >
> > The link to the actual thread is:
> > http://boards.station.sony.com/ubb/starwars/Forum2/HTML/000280.html
> >
> > If anyone is interested :)
> My god! Are they mad! Are the developers actually considering
> perma-death, or is this just something brought up by players?
>=20
> The primary reason EQ seems so tedious to so many is because the
> penalty for death is seen by many (including myself, considering the
> high probability of random unavoidable death) as being extremely
> steep, and therefore people take the safest, yet most boring, route to
> advancement. I don't personally subscribe to this, and try to have
> fun in the game whenever possible, but then, I don't really advance
> much (if at all) any more either. :)
Mice in a maze will quickly learn the most efficient route to the =
cheese. There are only two ways to change their behavior. Reward or =
Punish.
Not to bash on EQ or Verant, but I never smelled more than one kind of =
cheese while I was in EQ, and the electric shocks didn't exactly leave =
me wanting more.
"All the way up through even through graduate school, the average =
student studies to avoid the consequences of not studying." - Burrhus =
Frederic Skinner
-Zak Jarvis
http://www.voidmonster.com
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