[MUD-Dev2] What is agame?(again)was:[Excellentcommentary onVanguard's diplomacy system]
Dave Scheffer
dubiousadvocate at hotmail.com
Wed Apr 18 12:34:55 CEST 2007
----- Original Message -----
From: "cruise" <cruise at casual-tempest.net>
To: <mud-dev2 at lists.mud-dev.com>
Sent: Tuesday, April 17, 2007 8:00 AM
Subject: Re: [MUD-Dev2] What is agame?(again)was:[Excellentcommentary
onVanguard's diplomacy system]
> The difference is the game gracefully handles this "edge case", as it
> were - the game knows the players are doing something unwanted, whereas
> normally it is requiring humans to make that judgement. Whether the game's
> response is sufficient is another question, but is a much easier problem.
>
> Sure, some will try and break the system, but they'll be fewer, and they
> should have that choice, even if the end result is naegative for them.
Exactly.
My biggest complaint since I was playing BBS door games is not that the
games were insufficient self-policing but that the community owners often
chose not to weed out the clearly disruptive players. Pre-Trammel UO
remains the classic example.
(I want to head off any perception that I am provoking UO - it remains in my
mind the paragon of promise for what a gameworld could be, and the lessons
learned to the rest of the industry are beyond priceless and always
relevant.)
More information about the mud-dev2-archive
mailing list