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RE: [MUD-Dev] The Best Guy on the Mud Thing
> -----Original Message-----
> From: J C Lawrence [mailto:claw#varesearch,com]
> Sent: Thursday, September 16, 1999 1:10 AM
> To: mud-dev#kanga,nu
> Subject: Re: [MUD-Dev] The Best Guy on the Mud Thing
>
> There's a base player perception principle underlieing this:
>
> Players expect, even demand, that the game will always reward them
> for their time investments, and doesn't remove those awards once
> gained.
>
> This is directly parallel to UOL's fishermen who where incensed when
> they found out that they could fish all day and not be able to sell
> their caught fish for much more than peanuts. (Raph, don't you have
> a law here?)
Of course:
start quote--->
Players have higher expectations of the virtual world
The expectations are higher than of similar actions in the real world. For
example: players will expect all labor to result in profit; they will expect
life to be fair; they will expect to be protected from aggression before the
fact, and not just to seek redress after the fact; they will expect problems
to be resolved quickly; they will expect that their integrity will be
assumed to be beyond reproach; in other words, they will expect too much,
and you will not be able to supply it all. The trick is to manage the
expectations.
<--- end quote
-Raph
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- Re: [MUD-Dev] The Best Guy on the Mud Thing, (continued)
- Re: [MUD-Dev] The Best Guy on the Mud Thing,
Jon A. Lambert jlsysinc#ix,netcom.com, Thu 16 Sep 1999, 03:14 GMT
- RE: [MUD-Dev] The Best Guy on the Mud Thing,
Koster, Raph rkoster#origin,ea.com, Thu 16 Sep 1999, 14:44 GMT
- RE: [MUD-Dev] The Best Guy on the Mud Thing,
Koster, Raph rkoster#origin,ea.com, Thu 16 Sep 1999, 23:22 GMT
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