[MUD-Dev] [News] Virtual goods--Oh, the controversy!
Matt Mihaly
the_logos at ironrealms.com
Sat Apr 10 17:40:10 CEST 2004
On Sat, 10 Apr 2004, Jeff Fuller wrote:
> Amanda Walker said:
>> As opposed to the current near unlimited advantage to the
>> unemployed and students? I'm not sure this is a strong argument.
> Why must every game be a race to level "ubber"? The games are
> designed to be played, time sinks are part of playing. When your
> searching for a long lost artifact, it's not laying out in the
> middle of the sand, it's hidden somewhere on someone. Most games
> depict that through low drop loot tables. Many of these items are
> intended to be 'rare' and rewarded to only the most diligent of
> players.
Shrug, who cares what the designer INTENDED. If I'm a player, I sure
don't. I just see a playing field in front of me and I'm going to
play it as I choose. That is, in fact, one of the great things about
muds. Heck, if a designer's intentions were actually important to
players, there'd be no grief play.
--matt
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