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7870: [MUD-Dev] Re: WIRED: Kilers have more fun
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From: Marian Griffith <gryphon@iaehv.nl>
Newsgroups: nu.kanga.list.mud-dev
Date: Tue, 21 Jul 1998 21:52:29 +0100 (BST)
References: [1]
Organization: Kanga.Nu
In <URL:news:local.muddev> on Tue 14 Jul, Maddy wrote:
> Marian Griffith wrote....
> > On Wed 08 Jul, Jon A. Lambert wrote:
> > > On 3 Jul 98, Marian Griffith wrote:
[ tailor example snipped, finally (and there was much cheering;) ]
> Ok, so you want a game that firstly makes it harder for people to start
> combat unless both parties are interested. This doesn't require performing
> any kind of restriction on the game, but it could involve the notion that if
> you see someone walking towards you armed with a sword, you run away. If
> the local "city" also enforced this by making a "no drawn weapons" law, then
> as soon as a player wields a weapon he's leapt on by several guards.
Actually, what I wondered was why things are so vastly different between
reality and games. And what it is in reality that prevents the vast ma-
jority of people to form rampaging warbands that loot and kill everybody
and everything. And hopefully find out which of these social mechanisms
apply to games as well.
> Social violence is a lot more roleplay orientated than combat. If Bubba
> started up a rival tailors shop to Buffy and then went around spreading lies
> about Buffy to increase his reputation, although it's a bad thing for Buffy,
> it's still a legitimate way of playing.
There is the small point of intent but yes, basically you are entirely
right.
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey