[MUD-Dev] banning the sale of items

Raph Koster rkoster at austin.rr.com
Tue Apr 18 16:25:06 CEST 2000


> -----Original Message-----
> From: mud-dev-admin at kanga.nu [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> Kevin Littlejohn
> Sent: Monday, April 17, 2000 8:43 PM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] banning the sale of items

> Does this actually filter down to the game designers?  It seems the MMORPG
> programmers (and other computer game programmers) are brutally
> aware of the
> commercial implications of design issues in their games (ref: someone's
> "scratch any game programmer, you'll find someone disillusioned, but
> looking for the next team to be the one where they get it right") - are
> arcade game designers likewise writing games with a view to bringing in as
> much coin as they can, or is it a different feel?  Just curious...

The alleged reason that many of the classic coin-op games was so hard was
because of the arcade operator's demands that games have an average length
of under 3 minutes. Williams in particular was mentioned often as a
developer that had this mindset...

-Raph




_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
http://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list