[MUD-Dev] Justifying twinking

Ryan Palacio rpalacio at verant.com
Tue Apr 18 20:48:48 CEST 2000


F. Randall Farmer wrote:
> I haven't been able to complete a _single_ adventure/story game since
> Wizardry in 1984 without referring to either a hint book/friend
> (pre-internet) or a walkthru (since internet) at LEAST once.

These represent knowledge.  Something I am a proponent of trading.  The
issue I was attempting to address was the need for material goods.

> I've walked away from MANY adventure games because I had to go
> back for the "cheat" one to many times (or didn't have any help.)

Perfect example of why I choose to devoid MMORPGs of _player_ skill and/or
reflex

> This is all besides the point. Single player games -aren't- MPGs, for
> reasons
> outlined by many others here (including Ryan.)

My intent was not to compare the two but rather contrast the mentalities of
rugged determination vs. lack thereof

> Oh yeah, in _social_ situations, Raphs comments have been confirmed over
> and over: Get newbies in touch with an experienced user within 2 minutes,
> and the chance of getting an "active" user increase at least 10 fold.

On this point, there is no contest from me :)

~Ryan Palacio




_______________________________________________
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