[MUD-Dev] Gender and Mud Development (drifting off topic again)
S. Patrick Gallaty
choke at sirius.com
Thu Jun 10 08:38:28 CEST 1999
-----Original Message-----
From: Marc Bowden <ryumo at merit.edu>
To: mud-dev at kanga.nu <mud-dev at kanga.nu>
Date: Thursday, 10 June, 1999 05:06
Subject: Re: [MUD-Dev] Gender and Mud Development (back on topic, some)
>
> Also a reasonably good arguement for only taking on creators or
>cast members who have some decent experience as players.
[...]
But from muds even, I've learned that it's a rare and cherished mind that
can think of the play experience and yet be removed from it enough to design
a game/world/area around it. Those people are storytellers of an intricate
kind, who know from their own play what players are going to peek at and
twist and explore so they put content in which when discovered gives the
player a decisive sense of rich detail.
Not even all good players can be imaginative game makers. I've often
wondered (as probably have those here who try to hire game makers) if I
could quantify it and identify it. I've sure as heck seen a lot of mediocre
designers. Their stories once you are all done, are just not engaging.
ObGender:
I have often felt on muds that I appreciated what the female designers
contributed, as it was not always 'kill the foozle', even when the female
designer was in my opinion not a gifted game designer.
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