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17334: Re: [MUD-Dev] Semi Graphical Muds
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From: <the_logos@www.achaea.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 16 Feb 2001 09:30:18 +0000 (GMT)
References: [1]
Organization: Kanga.Nu
On Fri, 16 Feb 2001, rayzam wrote:
> ----- Original Message -----
> From: <the_logos@www.achaea.com>
> To: <mud-dev@kanga.nu>
> Sent: Friday, February 16, 2001 12:41 AM
> Subject: Re: [MUD-Dev] Semi Graphical Muds
>> On Thu, 15 Feb 2001, rayzam wrote:
>> Most of the people who enjoy Picasso aren't much like him.
> That's a misleading analogy. I'll start off assuming that he liked
> his paintings. And they like his paintings. So he's representative
> of that painting style. It doesn't mean they can all paint the way
> he does, or enjoy what he paints, the same way the players of a mud
> may not be able to code the way the designers and developers do.
I'm not sure how a person can be representative of a painting
style. His paintings can be, but he can't be. Two painters can paint
in a similar style yet have completely different personalities, and
yet be liked by the same audience.
> However, you're a case in point. You put forth your opinions about
> political systems and PvP [in another ongoing thread]. So I take you
> to be representative of the mindset of the players who enjoy playing
> in that environment.
Yes, but I chose to create a game that I want to play, and I
definitely make some decisions that would tick me off if I were a
player rather than implementor. I remember Dr. Cat posting something a
few weeks ago expressing his disdain for professional designers who
only create in one genre or one style. I'd have to agree with him. I
hope that if I continue designing games, I'll branch out to design
things that I might not even have any interest at all in playing. It's
a challenge. Visualize your market, and then try to get inside their
heads to create a product that they are going to want to play.
--matt
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