[MUD-Dev] Are gratification-based (online) societies doomed to being immatu re?
Derek Licciardi
kressilac at insightBB.com
Sun Jul 21 00:23:37 CEST 2002
From: Matt Mihaly
> On Thu, 11 Jul 2002, Derek Licciardi wrote:
>> In my mind there has to be a way to empower the players to create
>> stronger societies such that the threshold for accepting loss is
>> raised high enough to support higher forms of cultural and
>> societal interaction. We can't have every city war/trade
>> war/political war resulting in 50% of participants canceling
>> subscriptions because they lost.
> This doesn't happen though. We'd be out of business if it
> did. Granted, we're not subscription-based, but still, there's not
> much of the "I lost, I quit." phenomenon that I've noticed.
I am glad to hear that someone in the MUD community has seen this.
The only question I have is that if you take your experience and
scale it by a factor of 100 or 1000 subscribers, will it still hold
true. The threads in the article seemed to not think so and I think
we have a law about the maturity of players as scale increases or
something like that.
>> If the threads assessment of players holds true over time, then
>> it is nearly impossible to build communities in game that thrive
>> from politics, tradewars, and other emotionally deeper PvP types.
> Those assessments are flat-out wrong. These are not new idea and
> Achaea is not revolutionary in focusing on these aspects of the
> player experience. These sort of communities have existed in MUDs
> for over a decade. I'm not sure what the fuss is about.
I think the assessment becomes more valid with scale. Perhaps you
are sitting on the ceiling of that scale with a fairly large
successful MUD. Perhaps not. I'd wonder if the experience would
hold true with scale.
Derek
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