[MUD-Dev] MERA '01 followup: Success critera

Zak Jarvis zak at voidmonster.com
Mon Apr 2 11:33:45 CEST 2001


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During Randy Farmer's presentation at MERA, he asked us what our
criteria for success is.  It says something that I had to think about
it this long to come up with an answer (but then, all the development
that I'm personally doing right now is kind of ancillary stuff; I'm
not exactly in the thick of it).

In any event, the answer I wanted to give during the conference and =
didn't because I felt it was too jokey was:

  "It'll be a success when the damn thing gets released!"

My more serious answer isn't significantly different.

I'll consider it to have succeeded when we're finished doing all the =
back end development work and I can get on with the business I really
want to be doing; the business that my title suggests is my primary
focus. Namely, developing and telling the stories in the world. (Hi,
Lee!)

Even the game concepts I've had that I'm tempted to develop as My Own
Games, the main reason I want to do them is so I can see where they go
once I let players into them, and I can't think of a better way of
doing that than working with the narratives within the game.

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-Zak Jarvis
 http://www.voidmonster.com

"O my master, your heart, a torrent (from a breach in a dike)
  not to be stemmed,
 warrior, your heart, remote (and unapproachable)
  like the far-off heavens,
 how can I know it?"

  -Excerpt from the Prayer of Gudea of Lagash to Ningirsu.
   Translated by Thorkild Jacobsen

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