[MUD-Dev] Star Wars Galaxies: 1 character per server
Tess Lowe
tess at soulsong.org.uk
Tue Dec 17 10:52:35 CET 2002
Michael Tresca wrote:
> That's right. That makes you a self-contained system. If there's
> a party system, and presumably there is, it's purpose is for you
> to play with other people. If the purpose of MMORPGs was to have
> a bunch of single-player folks running around by themselves, why
> bother having other people on it at all?
Ah now come on. There are other reasons to prefer a MMOG over a
single-player game than [enforced] social interdependence. Being of
reasonably mature character I don't particularly enjoy being forced
to endure the constant drone of teenage braggadocio. I do, on the
other hand, really love pursuing my own goals in a world that (a)
has an audience, (b) changes constantly and unpredictably and (c)
has the potential to introduce me to the occasional Really
Interesting Person. I really dont need or want to be forced into
socialising because I'm unable to make myself independently
productive. I get enough of that from Real Life. Enforced
socialising is just another school playground. I dont want that. I
want to be self-supporting so that I can pick and choose who I
interact with.
> Not good enough. That destroys the purpose of a social construct.
> If it's all about how much time you invested, you could just as
> easily invest it in a single-player game. Muling makes it easy
> for a player and simultaneously isolates them from the unknown
> quantity -- HUMANITY.
Social constructs arise naturally as an expression of the
interactions of the people who comprise them. There is no need for
them to have a 'purpose' which can be 'destroyed'. Indeed, if you
impose a purpose, expect a group of rebels to emerge, dedicated to
destroying it.
Now, I am as much against muling as you obviously are; but not for
the same reasons. I *want* to be isolated from the vast swathes of
humanity. I have a house so I don't have to share space. I have a
car so I dont have to rely on public transport. I earn money so I
dont have to depend on charity. Why shouldn't I play a martial
artist who can teleport herself around like a wizard while also
mastering the crafting of nunchuks? It's not reasonable to be a
master of everything, but why shouldn't I be self-sufficient in the
areas that I most appreciate and enjoy? If my character is fed up
having to beg for teleportation, doesn't it make sense that she'd
make every effort to gain that skill for herself, whatever the cost?
The need for mules is a design flaw. I am against muling because it
devalues the economy for those who don't do it and reduces the
signal to noise ratio of interesting interaction. I am therefore
strongly in favour of SCS. I fervently *hope* that SWG will not
force me to interact with too many idiots as a result.
~Tess
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