[MUD-Dev] MUD Coding Staff Structure

Matthew Mihaly the_logos at achaea.com
Fri Sep 15 21:23:40 CEST 2000


On Thu, 14 Sep 2000, rayzam wrote:

>     However, in the terms of a massive multiplayer, there needs to be some
> way of making these geographic boundaries, or self-segregations. One
> possibility is player-owned cities.
>     On Retromud, we have player-owned castles. The castles are expandable,
> the more gold spent, the larger they can become, with more rooms,
> ownerships, tenancies, etc. So friends can live together, people can rent
> out portions of castles to other people, etc. They can even grow to be
> acropolises :) However, they're not true player-owned cities with merchant
> shops, guild halls, and other city services. They can have guards built for
> them.

Exactly. We've got player-owned cities complete with governmental
structures, a bureacractic structure, and so on. The cultures of the
cities definitely feel distinct from each other, and the community formed
within them are dstinct from each other.


--matt




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