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30516: [MUD-Dev] [DGN] Designed Downtime (was RE: [MUD-Dev] Better Combat)

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From: "David Kennerly" <kennerly@finegamedesign.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 11 Aug 2004 21:09:27 -0700
References: [1]
Organization: Kanga.Nu
Michael Hartman wrote:

> The overall point is that some game designed downtime dramatically
> increased the amount of socialization going on in the game.

Sorry to start tracking mid-thread, yet this particular sentence
piqued my curiosity.  Would you care to explain an example or two?
And if I may ask, what is the metric, or informal methodology, of
rating increased socialization?

Sincerely curious,

David
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