[MUD-Dev] Player characters as a prey species

Matt Mihaly the_logos at achaea.com
Tue Jul 10 08:52:22 CEST 2001


> On Mon, 9 Jul 2001, J C Lawrence wrote:

>>   The game always has the bigger hammer.  As such you are never
>>   top dog over the world, instead the better player is variously
>>   the bigger/juicier ant in the ant eater's cage.

>> The basic problem with these assumptions is that from a player
>> perspective they translate to:

>>   They don't want me playing the game and will keep making it
>>   harder and harder to play until I stop.

>> The challenge is then to present it as a "How far can you get?"
>> game?

>>   It is implicit that you are going to eventually loose/die in an
>>   arcade game.  The question is how long that will take and what
>>   you can/will do ITMT.

>> This would seem to be the primary problem with the prime-predator
>> model as a game fundament.  Players like winning.  Setting them
>> up to always lose is rarely popular. (Note: This is partly
>> cultural, especially WRT north americans).

Rarely popular? Have you ever been to an arcade? There's people all
over the place putting in quarters knowing they're going to "lose." 
Am I missing something?

--matt

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