[MUD-Dev] On socialization and convenience
Koster
Koster
Sat Jun 23 11:30:57 CEST 2001
> -----Original Message-----
> From: Ian Collyer
> Sent: Friday, June 22, 2001 8:32 PM
> To: mud-dev at kanga.nu
> Subject: RE: [MUD-Dev] On socialization and convenience
> Raph Koster wrote:
>> The logic against it goes like this:
>> * Yeesh! HOW much storage per player again? That's (takes out *
>> calculator) WAAAY too much money!
> Well, not much storage really for me. Simply have a pointer for a
> character's message file indicating the last message downloaded
> via POP3 and a similar pointer for each message board that the
> character has active. When the player's email client connects to
> the pseudo-POP3 server the email messages are generated
> on-the-fly. A few bytes at most per character.
Er, the content of every email * say 200,000 people adds up damn
quick.
>> * Won't they use email anyway? We can't possibly make a nice
>> * enough email system to match Outlook!
> Why try to match Outlook, let your players _use_ Outlook, or any
> other POP3 compliant email client they like.
THe average person can't configure a POP3 client.
>> * Yikes, think of the complications--email to account or to
>> user?
> Email to character, it's still in-character messaging, just using
> an out-of-game delivery mechanism.
The average user doesn't understand multiple aliases either. :)
Note, these aren't my objections, I am more playing devil's
advocate. I believe these can all be overcome, except the storage
cost (which I think is worth it).
-Raph
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