[MUD-Dev] Re: Issues from the digests and Wout's list

Jeff Kesselman jeffk at tenetwork.com
Wed May 21 11:35:31 CEST 1997


At 08:27 AM 5/21/97 PST8PDT, you wrote:
>Opening separate topic: Many times, *very* clever ideas that while on the
>drawing board lead to great immersive RPing experience, also
>lead to a MU* that won't survive its first year.

Heh, oh yeah...  paritcualrly in the comemrical world...

UOL has been makign all these noises about their great ecological simualtion-

PREDICTION:  Within 3 motnhs a group of purposefully destructive polayers
will have blasted hell out of their "delicate ecology" just fo the purile
thrill of destruction.

I do NOT believe in uncontrolled simulation. In an unctonroleld world with
few real world consequences, the destructive minority destroy the
experience for everyone.

JK

>
>For example, GOHS MUSH had *great* world design, livid economy, detailed
>character creation, and a starting base od dedicated players. It had no
>means of out-of-character communication, thereby forcing the players to
>meet only on IC grounds.
>
>It died because of it.
>
>The reason is that players /needed/ un-immersive communication to talk
>to each other, planning things, and basically creating something that
>could be call 'accelerated coincidence'.
>
>	Miro
>
>




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