Nomenclature (was: RE: [MUD-Dev] MUD Coding Staff Structure)
Steven Kaskinen
kaskins at malkav.com
Sat Sep 16 00:17:51 CEST 2000
> -----Original Message-----
> From: Dave Rickey [mailto:daver at mythicgames.com]
> Sent: Friday, September 15, 2000 9:21 AM
>
> Two big things *do* change, sheerly because of scale. One is the
> "million monkeys" problem, 100,000 players banging on your
> system are going
> to expose flaws (for example, ridiculously complex dupe bugs)
> far more often
> than 100. The second is that the number of layers between
> the players and
> the people who make decisions about the game is going to
> increase, with all
> the associated problems.
>
> It's harder to define how this works in practice, basicly
> it's a matter
> of *pacing*. A small MUD may have 1 "crisis" a month, where a large
> percentage of players are upset about something for a few days. With
> 100,000+, at any given time there are several groupings of
> thousands of
> players demanding something (and even a few hundred can make
> a *lot* of
> noise). Some are justified, some aren't, but the people with
> decision-making authority don't even have time to evaluate
> the situations,
> much less debate them.
I would add at least a third to your list...possibly more but at least this
additional one.
People's behavior change. Happens when you add more people. Happens in a
city...heck...it even happens at small social gatherings. A person who
might be more outgoing in a gathering of 4 or 5 people may become more
introverted in a gathering of 15 or 20 people. On a large scale, in a city
people don't care to find out who their neighbor is if they have 100
neighbors...but your more likely to find out who they are when you have 3 of
them instead.
- Steve
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