[MUD-Dev] Containing automation?

Marian Griffith gryphon at iaehv.nl
Thu Jul 22 18:50:24 CEST 1999


On Thu 22 Jul, Koster, Raph wrote:

> The above is really very dependent on the audience sought, on the scope of
> the game, etc. There are lots of mu* players, as Marc noted, that are there
> for other things. In final analysis, you can also state that players aren't
> there for adventure--they are there for each other. They can get adventure
> in a standalone game.

Though of course it is much more fun if there are others to share the
adventure with.

> Many gave us the above argument when we were releasing UO. Turned out that a
> very significant portion of our playerbase only want to hang out in taverns,
> build towns, be blacksmiths, cook pizzas, and other such peaceful tasks. I
> think the assumption that muds are for adventuring and that players only
> want to adventure is one of the assumptions crippling the development of the
> genre.

I think the assumption exists because until fairly recently adventure
was the only thing you could do on -muds-.  Players had to follow  or
find other games. The result was, as you can expect, that only people
who want to adventure are found on muds.  Only with games like Ultima
Online and Furcadia do we have games that are mud-like but do not ha-
ve that exclusion of anything but adventuring and combat.

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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