[MUD-Dev] Affecting the world
Marian Griffith
gryphon at iaehv.nl
Fri Sep 12 22:07:05 CEST 1997
On Thu 11 Sep, Jon A. Lambert wrote:
> I wrote :)
> > Currently they are geared to-
> > wards what I (cautiously) would call a masculine playing style:
> > going out and be the strong powerfull hero by beating monsters and
> > demons. I do not attach any value to that but I have observed that
> > this is the kind of thing that is primarily enjoyed by males. If
> > my own opinion may serve as an ex- ample, I would say that females
> > in muds in general are more interested in group mechanics than in
> > going out and kill.
> What sort of games involve this type of group mechanics, other than
> pure role-playing? The percentage of women playing on Mush-type
> servers is higher. (I agree with Miro's observations)
Even on a pure hack and slash game groups and group mechanics can be
important. E.g. when solo characters have a severely limited proba-
bility to survive it's important to form groups, and to cooperate as
a group. Especially when it goes beyond the automated healing that
can be performed by a client.
> So then the question might be:
> Outside of traditional muds, what games attract a large female
> following?
I tried to avoid this kind of discussion. It isn't particularly con-
structive. Attracting male or female players should not be a goal in
itself. What I wanted to point out was that 'combat' muds are single
minded. At least that was the most important thing I wanted to say.
> > Nothing of the above can be very new to anybody on this list. But
> > what has made me wonder is, how do you get around the limitations of
> > players to have an effect on the game world. What is the point of
> > having politics if there is nothing that a politician can
> > effectively do?
> A politician holds a position. That position should allow control of
> certain environmental systems. Those systems should affect the game
> in positive and negative ways. If there's nothing the statesman can
> do, it's merely a title. A couple things come to mind. Allow
> statesmen to control taxes, pass laws, commision buildings and
> improvements, regulate guilds, raise and equipment armies, etc.
> Create positions that have effects on players.
I agree with this. Now the next question is: is anybody considering
to expand their game to include this kind of things?
> [full agreement with resets being bad, limiting equipment and
> persistence in general]
> > I do not really expect anybody on this list to fundamentally
> > disagree with this, it has been discussed in many forms already,
> > but are there any ideas how to go about it? I mean not in the
> > technical sense although that is part of it also, but how to design
> > a game around this goal?
> I think there is something to be said for a layered approach to
> designing these things. One could attempt to model a simple economic
> system and a biological system for starters. I think these two things
> are the basic blocks to build from. I also look at other games. My
> ideas on economics come from the games "Rails" and "Tradewars". My
> ideas on biological systems come from "SimLife" and "SimAnt". All of
> the games, save "Simlife", have aquisition as their goals. I'm not
> sure this is any more attractive to women than combat oriented games.
I don't think attracting women specifically should be a goal anyway.
No doubt there are many men who don't enjoy hack and slash, or sim-
ilar games with a single focus to 'win'.
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
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