[MUD-Dev] trade skill idea
Zak Jarvis
zak at voidmonster.com
Fri Oct 6 11:09:04 CEST 2000
> From: Josh Olson [jolson at micron.net]
> Sent: Friday, October 06, 2000 10:21 AM
> ----- Original Message -----
> From: "Koster, Raph" <rkoster at verant.com>
> > Pretty big presupposition there--to have an interesting
> > context, you have to include a grand adventure? Sorry,
> > but to that I say pfft. :)
> Well pfft to you too. :) I was actually just referring to the
> interior decorating bit of your statement. I think you have to
> have *something* interesting going on in order for the
> territory-marking aspect to be of any value. A game consisting
> of nothing at all but adorning one's environment wouldn't do well,
> I think.
Well, as the owner of a condo, I've got to say that adorning my environment
is really quite an enjoyable activity for me. There are restrictions placed
on the degree of modification I can do that seem to nicely mirror the
practical limitations that a game designer would be under designing
environments to be adornable by players.
But this is a pretty silly argument. You seem to more or less agree with
Koster, you just don't like the details he uses to get to the same point
you're making. It *is* possible to discuss the importance of trade skills
without defining exactly how they work. ;)
-Zak Jarvis
http://www.voidmonster.com
"I'm a nice Jewish boy from Boston, MA
I've got a blue fiddle I just wanna play
I don't got a knife,
I don't got a gun.
So why did I frighten the nun?
'Cause I've got
BAD HAIR!
BAD HAIR
BAD HAIR
BAD HAIR"
-J. Kessler, S. Brust, A. Stemple
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