[MUD-Dev] "short" Introductory Message (fwd)

Martin Keegan martin at cam.sri.com
Thu Aug 14 03:54:44 CEST 1997


On Tue, 12 Aug 1997 clawrenc at cup.hp.com wrote:

> In <Pine.GSO.3.96.970803191909.11347G-100000 at dryslwyn>, on 08/03/97 
>    at 11:39 AM, Martin Keegan <martin at cam.sri.com> said:
> 
> >Nothing. For that player, the game is over. That is NOT to say that
> >it's badly designed, nor that this isn't a huge problem. I spot an
> >assumed orthodoxy here.
> 
> Yes, much the like assumed orthodoxy that MUD users want to play
> heros.  Nightmare provides a perfect case in point to demonstrate the
> fallacy of that one.

The fishermen class? Yes, that's cool. There ARE people who want to sit
around all day fishing, though I'm surprised that they like to do it
virtually.

I've been thinking a bit recently about what different players get out of
muds. I'll start a new thread on that, called Beyond Zork.
 
> >Which "Legend" is everyone referring to?
> 
> mud.aus.sig.net 9999

Ok. I'll check it out.
 
> >> To an extent Bartle was right: don't worry about losing off players,
> >> there are always more.  The playing population refreshes itself,
> >> fractionally, every year.  (I'd be *really* interested in a study on
> >> what that fraction was.)  As the years pass that fraction accumulates
> 
> >Hmmm ... I smell the festering seeds of my next controversial
> >research  paper here ... :)
> 
> Fertilise, fertilise, fertilise.

?
 
Mk




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