[MUD-Dev] On socialization and convenience
Marian Griffith
gryphon at iaehv.nl
Fri Jun 29 20:06:49 CEST 2001
In <URL:/archives/meow?group+local.muddev> on Wed 27 Jun, Paul Schwanz - Enterprise
Services wrote:
> Jeff Freeman wrote:
>>> From: Koster, Raph [mailto:rkoster at verant.com]
>>> Why do I ask this? Because we have contradictory goals for the
>>> game. We want to reduce downtime. But people get to know people
>>> during downtime. That's when they socialize.
>> Absolutely disagree that downtime = socialization. I tend to
>> meet people and socialize while I am playing, and they are
>> playing in the same area/doing the same thing. During downtime I
>> read a book.
Downtime does not equal socialisation. The statement was that you
can only (effectively socialise) during the downtime.
> Perhaps it would be a good idea to define "downtime" a bit more
> clearly. If downtime is simply the interface giving me an
> opportunity to type, then I think it is a great thing. If
> downtime means that my character can no longer be moving toward
> its goals (and yes, this becomes confusing if we are talking about
> a socializer who's goal is strictly to socialize), then I am not
> so sure. Hmmm...that came out more goal-oriented than I intended,
> but I suppose we are interested in having achievers be more
> community oriented as well.
This sounds far too complicated to me :) I think downtime is when
you are unable to actively pursue the primary ob- jective of the
game. Healing between combat is downtime. Repairing your
equipment, or selling gear you stole from those hapless monsters is
also downtime. This because the aim of the game is to fight
monsters and gain experience points. This may not be the goal of
the player though, but it is still what the game is about. On the
average mush it may well be that locking yourself up in a room and
code some objects is downtime, because it is not what the game is
about, but rather something you need to do to be able to play.
> If you simply give players the ability to type while playing
> (through allowing players to automate more tasks or other
> interface conventions), you don't make players feel like they are
> *forced* to socialize, but I think that you will greatly change
> the social dynamic of the game.
This is part of the examples of "successful" downtime activities
that lead to socialisation (and a greater enjoyment of the game).
Marian
--
Yes - at last - You. I Choose you. Out of all the world,
out of all the seeking, I have found you, young sister of
my heart! You are mine and I am yours - and never again
will there be loneliness ...
Rolan Choosing Talia,
Arrows of the Queen, by Mercedes Lackey
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