[MUD-Dev] [DGN] Designed Downtime (was RE: [MUD-Dev] Better Combat)
David Kennerly
kennerly at finegamedesign.com
Thu Aug 12 06:09:27 CEST 2004
Michael Hartman wrote:
> The overall point is that some game designed downtime dramatically
> increased the amount of socialization going on in the game.
Sorry to start tracking mid-thread, yet this particular sentence
piqued my curiosity. Would you care to explain an example or two?
And if I may ask, what is the metric, or informal methodology, of
rating increased socialization?
Sincerely curious,
David
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