[MUD-Dev] Innovation restrictions (was: Information sharing)

Greg Munt greg.munt at btinternet.com
Sun May 6 21:13:05 CEST 2001


-----Original Message-----
From: Richard A. Bartle <richard at mud.co.uk>
To: mud-dev at kanga.nu <mud-dev at kanga.nu>
Date: 06 May 2001 5:24 PM
Subject: RE: [MUD-Dev] Information sharing (was: Re: Where are we now?)


> Another factor is that if you do put forward any innovative ideas,
> you can expect to be attacked by a pack of wild players who are
> adamant that you are wrong on the grounds that their game of choice
> doesn't have that feature in it already.

Yet another thing that slows innovation, perhaps. Players don't want
it.

Or, at least, players are unwilling/unready to accept big changes to
something that they already use. Innovation has to be presented as a
completely new game.

An observation: free muds seem to develop, change, grow and evolve as
a single long-lived entity, whereas commerical muds don't seem to do
that.  They have limits on their growth; anything outside those limits
has to be presented as a sequel, or another game entirely.

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