[MUD-Dev] Future of MMOGs
Matt Mihaly
the_logos at achaea.com
Wed Oct 2 07:43:44 CEST 2002
On Tue, 1 Oct 2002, Shane P. Lee wrote:
> --- Valerio Santinelli <tanis at mediacom.it> wrote:
>> Gradually we're starting to see the return of things like
>> player-housing, but truly player-generated content isn't
>> available even now, three years later!
> Well, I'm gonna make a fool of myself and unlurk once again, this
> time to ask what seems to be a newbie question. I see this term
> "player-generated content" quite a lot Apparently it doesn't mean
> what I thought it did when I first saw it. In my mind, PGC would
> be anything the player does that has a lasting effect on the game
> world. Perhaps building a house, or chopping down trees, something
> that other players notice and saves over reboots (or
> whatever). That stuff isn't very hard to add to text MUDs, and I
> can't see why it would be such a big deal to add it to a MMORPG.
> Am I missing the point here? If so, please tell me what all the
> fuss is about, namely: What IS PGC?
It's not a silly question. Player-generated content is a large part
of many text games, and, as you rightly pointed out, some graphical
games, in the form of housing and whatnot. Of course, there are
graphical games, like Furcadia, that go far beyond that, allowing
players to construct areas (in the form of dreams) that other
players can explore.
It's a case of "If it doesn't compete at the top commercial level,
it's not worth talking about." blindness that is all too common.
--matt
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