[MUD-Dev] Re: Affordances and social method (Was: Re:Wire

Michael.Willey at abnamro.com Michael.Willey at abnamro.com
Mon Jul 13 13:34:23 CEST 1998


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     Subject:  [MUD-Dev] Re: Affordances and social method (Was: Re:Wire...
     Author:   mud-dev at kanga.nu ("Koster, Raph" <rkoster at origin.ea.com>)
     Date:          7/13/98 3:49 PM

>Ah, the "correct" solution, it would seem. But the problem
>here is that in a world of a given size, you'll have to really
>be a specialist tailor-killer to get this effect. And it DOES
>still encourage tailor-warriors to develop, as they will make
>a killing in the market with their probably poorer-quality
>goods once the true professionals are eliminated. Getting this
>effect btw assumes a vastly reduced role for NPC shops from the
>traditional...

  Sounds familiar somehow:  "Nice tailor shop you got.  Be a
shame if something happened to it."  Pretty quickly a good
tailor/warrior and a band of well-paid kneebreakers could control
the market by making shoddy goods and either killing or
intimidating the competition out of business.  I can't place my
finger on it, but this bears an uncanny similarity to something
in RL.. ;-)

  We seem to run up against the same brick wall that we have in
RL.  Despite law enforcement, harsh penalties and societal
pressures, crime still exists and is committed every day in every
city and every nation across the world.  We try, but we honestly
don't know how to stop it.






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