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15313: RE: [MUD-Dev] UO rants

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From: "Koster, Raph" <rkoster@verant.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 25 Aug 2000 07:57:31 -0700
Organization: Kanga.Nu
> -----Original Message-----
> From: mud-dev-admin@kanga.nu 
> [mailto:mud-dev-admin@kanga.nu]On Behalf Of
> John Buehler
> Sent: Thursday, August 24, 2000 10:15 PM
> To: mud-dev@kanga.nu
> Subject: RE: [MUD-Dev] UO rants 
> 
> The identity in Quake lies primarily with the player, not 
> with the character.

True.

> As with Chess, the pieces themselves are not the significant 
> entities.

Depends on the mod, actually. (Check out Counterstrike for Half-Life, which
has interesting aspects such as purchasing of equipment, very short
session-based play, and accumulation of money).

> In a persistent game, the character itself advances its own 
> skills.

This is a huge unexamined assumption regarding muds and other persistent
games. WHY assume that muds are or have to be character-based? 

Could not a persistent game be made with no character advancement?

[leaves all extant examples out of the discussion for the sake of argument.
;) ]

-Raph, who has been meaning to get back to this thread & now has 20 messages
to reply to.



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