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Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs
On Tue, 24 Aug 1999, Greg Miller wrote:
> Marian Griffith wrote:
>
> > It probably adds more to the game for roleplayers than it adds for the
> > powergamers. A game with a detailed simulated ecology and economy has
> > more depth to it, and thereby provides more chances to interact with the
> > game. Even if you can not affect anything, it still helps if in the
>
> Which is exactly what makes powergaming fun--no point being the best at
> something anybody can do well with little learning and thought.
Ahh, no. There's no point in trying to be _good_ at something anybody can
do well with little learning and thought. But, there IS fun (and thus a
point) in trying to be the _best_ at a system that anyone can do well with
little learning and thought. Only one person can be the best, so by
definition that is fairly hard if there is a field of participants of any
size.
--matt
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- Thread context:
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs, (continued)
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Greg Miller gmiller#classic-games,com, Wed 18 Aug 1999, 20:51 GMT
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Colin Coghill C.Coghill#auckland,ac.nz, Wed 18 Aug 1999, 23:53 GMT
- Re: [MUD-Dev] Re: MUD-Dev digest, Vol 1 #142 - 4 msgs,
Marian Griffith gryphon#iaehv,nl, Tue 24 Aug 1999, 02:37 GMT
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