[MUD-Dev] Evolutionary Design
Sasha Hart
Sasha.Hart at directory.reed.edu
Thu Jun 13 04:16:48 CEST 2002
[Dave Rickey]
> It's like trying to wrap your head around a tesseract or a klein
> bottle.
*ponders the geometry*... Ouch!?
> The Sims, and MMOG's, are outside of the traditional game design
> conceptual framework, not just in distance or direction, but in
> *dimension*.
Hyperbole!
Common, easily grasped, conservative thread in both the Sims and
graphical MUDs:
10 WORK A REPETITIVE TASK (CLICK CHESS BOARD/ELF)
20 COLLECT PAYCHECK, LEVEL, ETC.
21 IF RND > .999 THEN NAUSEOUS_YET = 1
30 SPEND UPKEEP TO REDUCE CLICKING TOMORROW BY 1%
40 BLOW PAYCHECK ON VIRTUAL GLOW ART
50 IF NAUSEOUS_YET = 0 THEN GOTO 10
60 SUBVERT GAME IN BOREDOM
62 DAYDREAM ABOUT NEVERWINTER NIGHTS
70 GO BACK TO WORKING FOR REAL PAYCHECK
OK, why am I wrong?
Is the idea that there is a game which has sold wildly which
involves a substantial amount of ordering mannequins to use the
toilet?
I reckon we are dealing with different dimensions here... :) So what
really is so strange about the Sims? Indeed, why not clones?
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