[Home] [Groups] - Message: [Prev in Group] [Next in Group]
28471: Re: [MUD-Dev] RE: A world without charity
[Full Header] [Plain Text]
From: "Dave Rickey" <dave@mutablerealms.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 24 Sep 2003 23:14:35 -0500
References: [1]
Organization: Kanga.Nu
From: "Castronova, Edward" <ecastronova@Exchange.FULLERTON.EDU>
> Eamonn wrote:
>> I started to wonder why players can trade items for money, and
>> the answer is simple, because in game mechanics generally allow
>> you to hand an item over to a player and to recieve nothing in
>> return, an act of charity. So this got me thinking, if the game
>> prevented acts of charity such that all you could do with an item
>> was junk it (i.e. remove it from the game world, not drop it) or
>> trade it for an equally valuable item what would this do to the
>> game world?
> I've had exactly the same questions and come up with exactly the
> same answers: ban financial and material charity and you eliminate
> 99 percent of eBaying, as well as a host of other problems. And I
> am just as eager to hear what the devs have to say. I haven't been
> behind the scenes, so I can't see much of a downside. What are we
> missing?
One man's twinking is another man's community-building excercise.
How can you tell people "You can't help out your buddy" and expect
them to form a community? Guilds originally formed as
twinking/powerlevelling tools, after all.
--Dave
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev