[MUD-Dev] RE:

Joe Andrieu jandrieu at caltech.edu
Tue Oct 30 18:17:08 CET 2001


Koster, Raph wrote:

> If we want to go on a crusade to fix something, how about we fix
> the fact that your average cartoon does a better job at portraying
> the human condition than our games do?

Well said, Raph.  I think the first step is even acknowledging that
you want to create emotionally engaging entertainment.  IMO, far too
many of the games out there--MUD or otherwise--implicitly adopt the
adolescent male as the target audience and follow with the
conclusion that shallow sex and violence are required.

The Sims has already shown that you can be a bit more creative and
reach a HUGE audience. I think you'll find more of this as the basis
for interactive products as gaming moves to more mainstream
customers. With that shift, I think we'll also see a greater focus
on mature treatment of the fundamentals--as you say, sex & violence
contextualized into love, yearning, jealousy, pride, coming of age,
patriotism, whatever.

The question is how do you do that? What are the building blocks in
the interactive realm for more sophisticated engagement?  Violence
and Sex are easy. Yearning? Jealousy? Pride? What do I click on for
that?

-j

--
Joe Andrieu
Realtime Drama

joe at andrieu.net
+1 (626) 395-8045


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