[MUD-Dev] Mass customization in MM***s

Matt Mihaly the_logos at achaea.com
Fri Jul 19 17:49:33 CEST 2002


On Wed, 17 Jul 2002, John Buehler wrote:
> Matt Mihaly writes:
 
>> This also fits with my rather extensive experience admining PvP
>> games. Shared struggle, even loss, can be quite fun.

> To be clear, I believe in the shared struggle as well - even at a
> loss.  The question is one of how great that loss can be, and how
> much can players share the struggle when we can only control the
> experience to a certain extent?  That is, the game has to make the
> shared aspect very clear, as others have stated before.  I'm sure
> we've all seen cases where the shared struggle has been a great
> experience for all concerned - win or lose.  But can we say that
> we know how to reliably present that experience to players?
> Getting a great experience once, having the expectation of
> repeating it and being unable to do so can lead to frustration on
> the part of the player.

Nod, absolutely that's true. It takes effort on the part of the
administration.

> Would Disneyland be as big a draw if some visits you were able to
> enjoy the rides, but on other days they didn't work as well, so it
> was a bit of a crapshoot as to whether you'd enjoy yourself?
> Nitpicking aside (yes, rides are shut down occasionally), the
> expectation of a visitor to Disney parks is that they'll have
> plenty of fun stuff to do.  That they *will* have a lot of fun.

Probably not, but MUDs aren't amusement parks either. The defining
aspect of a MUD is that you're playing with other players, not
merely playing at the same time as other players (such as in an
amusement park), and more to the point, you're playing with other
players who remain semi-consistent, such that you can develop
relationships with them.

--matt

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