[Home] [Groups] - Message: [Prev in Group] [Next in Group]
14424: RE: [MUD-Dev] MUD Coding Staff Structure
[Full Header] [Plain Text]
From: Steven Kaskinen <kaskins@malkav.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 13 Sep 2000 17:58:32 -0500
Organization: Kanga.Nu
> -----Original Message-----
> From: Matthew Mihaly [mailto:the_logos@achaea.com]
> Sent: Tuesday, September 12, 2000 1:37 PM
>
> Hear hear. I don't see why people insist on calling big
> graphical games
> something other than muds anyway. Same thing, just bigger scale.
Very similar...but the larger scale of player base does indeed change some
things.
Having a larger player base means a more dynamic player interaction...hence
player balance between the different player types is more difficult to
achieve...if even possible at all.
Larger scale means less of a sense of community.
Don't believe it? Then explain to me that an urban area has the same sense
of community as a rural area. That Cities are no different than Town except
the fact that they have more people.
While I certainly agree with the orginal point that giving out
Guides/Wizards/etc powers out willy nilly is damaging no matter the scale of
the game.
The point that MUDs and MMOGs are the exact same animal can't be made in my
opinion.
Steve
_______________________________________________
MUD-Dev mailing list
MUD-Dev@kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev