[MUD-Dev] New Bartle article

Richard A. Bartle richard at mud.co.uk
Sun Feb 25 11:43:03 CET 2001


On 25th February, 2001, Jeff Freeman wrote:

> Question is what do the customers really want more of, game or
> world?

What they want more of is other customers. Whether those are the same
type of customer as they are isn't entirely the point.

> This presupposes that the game system in question would tie all of
> your assets to your character, so that when the character goes, so
> does all of your "advancement".

You certainly won't have lost any of your personal (as a player)
skill.  As a rule of thumb, if someone dies at level X it should take
them half as long to get back to level X as it did to reach it in the
first place.

> I think a lot of people, when someone brings up the topic of
> "Permanent death", try to place it in whatever game they are
> currently playing.

That's true. Indeed, whatever generalities you make about online
games, people tend to see it only in the context of "their"
game. Since they like the game enough to play it, they're usually none
too happy if someone from outside comes along and appears to be
telling them how it can be improved. A lot of the grief I get as a
result of my writings about online games comes as a result of people
defending their own game's way of doing things (the rest comes from
people who reply to what they thought I said rather than what I
actually said).

		Richard
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