[MUD-Dev] Re: WIRED: Kilers have more fun

Marian Griffith gryphon at iaehv.nl
Wed Jul 22 21:58:06 CEST 1998


On Wed 22 Jul, Dr. Cat wrote:
> > Marian Griffith wrote....
> > Actually, what I wondered was why things are so vastly different between
> > reality and games.  And what it is in reality that prevents the vast ma-
> > jority of people to form rampaging warbands that loot and kill everybody
> > and everything.

> Ok, let's start out with the biggest one.  In most games, when you die, 
> you can either get ressurected or else make a brand new character, and go 
> right on trying to enjoy the game in one fashion or another.

[lots of extremely sensible remarks snipped, sorry. Read the original!]

> I'll say it again.  The key secret is that it's all made out of the human 
> attention.  Attention is the currency of the future.

Then perhaps we should form a 'society' and 'currency' on muds around at-
tention,  seeing that this is the one thing  that players can effectively
withold from others.  Of course this also requires  that players must not
be able to force attention onto others.  Maybe you have it entirely right
in furcadia.

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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