[MUD-Dev] Understanding and "should-ness"

Matthew Mihaly diablo at best.com
Sun Jun 6 16:39:58 CEST 1999


On Sun, 6 Jun 1999, Caliban Tiresias Darklock wrote:

> On 10:07 PM 6/6/99 +0100, I personally witnessed Greg Munt jumping up to say:
> >
> Matt's not dismissing every idea on its face. He's dismissing all of the
> people like me who go "your combat system sucks". And he should. It's his
> game. If I think his system sucks, then I don't have to play, and he's okay
> with that. If his system favors the speed reader, the macro programmer, and
> the T-1 in the basement --he's okay with that. And if he's okay with it,
> he's okay with it. He thinks we don't get it. And maybe we don't. 

Yes, quite right, except for the t-1 part. (I run the game and only have a
28.8).

> 
> And if you don't get it, you can't effectively evaluate or improve it, so
> while you can come up with ideas and throw them out there... you *have* to
> realise it's an awful lot like telling an aeronautical engineer how much
> cooler your design would be for airplanes. The engineer is just plain more
> experienced in this than you, and if he looks at your design and goes
> "look, it won't fly"... you just have to trust him, for God's sake. Sure,
> you can come up with a great idea, but he's the one that has to make it
> fly, and if it can't be done -- it can't be done, and that's it. Maybe it
> would be a better design for a car, or a boat, or a bike helmet. Some ideas
> just don't fit.

Exactly. Thank for saying more clearly what I was trying to say.
--matt




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