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Re: [MUD-Dev] Re: pet peeves
On Thu, 18 Feb 1999, Ola Fosheim [iso-8859-1] Grøstad wrote:
> Design principle: never take away the investments that locks the user to
> _your_ game.
>
> ):permadeath removes the core investments: identity, ability to influence
> (social standing)
I used to agree with you completely, but JC Lawrence made some really
excellent arguments for things that permadeath can bring to a game that
pretty much cannot exist without that risk, ie a massively heightened
sense of risk (and thus passion) about what you are doing. When the risks
are high, so are the passions.
--matt
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- Thread context:
- Re: [MUD-Dev] Re: pet peeves, (continued)
- Re: [MUD-Dev] Re: pet peeves,
J C Lawrence claw#kanga,nu, Thu 18 Feb 1999, 05:06 GMT
- Re: [MUD-Dev] Re: pet peeves,
Matthew Mihaly diablo#best,com, Thu 18 Feb 1999, 06:41 GMT
- Re: [MUD-Dev] Re: pet peeves,
Ling K.L.Lo-94#student,lboro.ac.uk, Thu 18 Feb 1999, 12:06 GMT
- Re: [MUD-Dev] Re: pet peeves,
Ola Fosheim Grøstad olag#ifi,uio.no, Thu 18 Feb 1999, 16:10 GMT
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