[MUD-Dev] RE: Institutionalizing human behavior
Matthew Mihaly
the_logos at achaea.com
Sat Apr 15 21:05:42 CEST 2000
On Fri, 14 Apr 2000, Xavier Plagnal wrote:
>
> As a Game Designer and Everquest player, I agree with this strategy.
> But as a hard core roleplaying games player, I don't want to play on
> the same server as the persons who will play the game for money purposes. I
> think that to create a special serveur with special registration and real
> trading possibility should be a great addition to the game.
Well, as a hardcore roleplaying games player, you aren't their target
audience either. Hardcore players suck for flat-rate businesses.
> It is a bit like Pvp or not Pvp, it is sometimes good to keep the
> player who have the same way of playing together.
> As Randy posted, I like to play in a world different of the real
> life and with gratification bounded to the games rules and not to the amout
> of money I really have.
> With a game money oriented, there is a possibility that the same
> person who have the power in the real life will hae the power in the game.
> It is not good as the games are a way to dream, to forget the real
> life and have a better one in a virtual world.
And with a game that is time-oriented, such as the existing MMORPGs, there
is a possibility that the person who has the most free time in real life
will have the power in the game. Why is that a better situation than
money? (Playing devil's advocate to _some_, though not a complete,
degree.)
--matt
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