[MUD-Dev] UO rants
Dan Merillat
harik at chaos.ao.net
Tue Aug 29 13:55:17 CEST 2000
"Dave Rickey" writes:
> -----Original Message-----
> From: Dan Merillat <harik at chaos.ao.net>
> To: mud-dev at kanga.nu <mud-dev at kanga.nu>
> Date: Friday, August 25, 2000 10:39 PM
> Subject: Re: [MUD-Dev] UO rants
> >Attempting to call a large group of people with no RL interaction a
> "community"
> >of any kind simply because they are all interacting in the same system
> online
> >is a mistake. A community may for, or multiple communities, but the whole
> thing
> >is a collection of people interacting with people that have nearly no
> impact on
> >their RL lives. Fairly obvious why grief playing is so common, no?
> >
> I'll refer you to "A Story About A Tree",
> http://www.legendmud.org/raph/gaming/essay1.html . I defy you to explain
> how that *wasn't* a community, even though few if any of the participants
> had any RL interaction. It's just one of many such examples I've personally
> witnessed.
No, that dosn't contradict what I said. I said "a community may form".
She was a member of that community, and as such her loss was felt by that
community. And possibly, on a small enough world, the community may
envelop a large portion of the playerbase.
I've been on games where I knew everyone, and on games where it was rare to
see the same face twice. On a small enough scale, yes, you can have a
sense of community. Add enough people in the mix and no, you probably won't.
Or perhaps you can, if given enough time and a slow growth. Perhaps it's just
that VCs are inherently fragile due to their transient nature.
--Dan
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