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7216: [MUD-Dev] Re: Implementing god.

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From: "Adam J. Thornton" <adam@phoenix.Princeton.EDU>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 12 Sep 1998 10:45:31 -0400
References: [1] [2] <-newest
Organization: Kanga.Nu
On Sat, Sep 12, 1998 at 11:51:53AM +0100, Marian Griffith wrote:
> Adam's basic assumption is wrong. You do not go to the mud to work. You
> go there to talk to people, create things and maybe look around.  It is
> much more like going to a cafe than going to work.

Oh, I agree utterly with this.  That would be a far more entertaining way
to spend time.  Albeit it may turn UO (for instance) into an expensive IRC. 

What I don't think I like is UO's skill model, where, as I understand it,
you have to click eleventy-billion times to be able to make a nice-looking
suit of clothes.  It's that whole
first-through-third-level-in-D&D-takes-forever and unless you're playing
among fist-through-third level players rather than higher-level
players-it's-not-much-fun-sort-of-thing.

It's having to practice, practice, practice to become a good tailor that is
realistic but strikes me as likely to cost you players who get bored in the
interim. 

I may have vastly misunderstood how Ultima's skills work, however.

Adam
--
adam@princeton.edu 
"There's a border to somewhere waiting, and a tank full of time." - J. Steinman