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28218: Re: [MUD-Dev] Player malleable worlds (was Expected value and standard deviation)
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From: "Kerry Fraser-Robinson" <kfr@redbedlam.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 10 Sep 2003 18:31:23 +0100
References: [1]
Organization: Kanga.Nu
From: <Daniel.Harman@barclayscapital.com>
> Enough hand waving, someone show me some compelling auto generated
> content, or compelling player generated content in a commercially
> viable game.
Well plenty of games have auto generated content - Anarchy Online's
or SW:G's missions are the first that come to mind but there are
plenty of examples. As for compelling player-generated content -
that's really not quite the holy grail people make it out to be
either. Counter-Strike was player-generated content - as, by
definition, are all the other 'mods' out there. I believe that the
biggest hurdle in front of players generating good content is a lack
of quality tools - and this applies to MUG's and MMORPG's as much as
it applies to online shooters etc.
-KFR
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