[MUD-Dev] PVP and perma-death
Paul Schwanz
pschwanz at comcast.net
Tue Aug 24 19:27:56 CEST 2004
HRose wrote:
> Ola wrote:
>> Have PvP, but make the game perma-death only for the top 25% of
>> aggressors. Or if all else fails, for all aggressors. Or make
>> stat loss follow your "aggression-level".
> You seem to design something tailored for a specific behaviour you
> observe in a game. Like players griefing in PvP. As if observing
> "boxed" players. But the truth is that the box didn't exist before
> the game itself. Their attidude is simply their reaction to the
> design itself.
To me, griefing isn't a /specific/ behavior in /a/ game. It is a
pattern of behavior observable accross all multi-player games. Has
your experience been otherwise?
> What I mean is that the design defines the behaviour and it's
> silly to design after a behaviour. The behaviour is consequent to
> the design, not causing the design. My rule is that if griefing
> happens in a game it means that the design of that game is bad.
Isn't Ola proposing a design change?
> As simple as that. This is why a well designed game simply doesn't
> have to deal with griefers and doesn't need to create specific
> rules for them.
o.O
Can you please point me to such a game?
In my humble experience, the only game that doesn't need to deal
with griefers is the one in which no human interaction is allowed.
--Paul "Phinehas" Schwanz
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