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Re: [MUD-Dev] Re: Family, was characters per account
>On Tue, 11 Apr 2000, Raph Koster wrote:
>
>> Actually, in UO's case it was because a) we were concerned about the vast
>> potential for nastiness (children-killing, pedophilia, etc), and b) we
>> didn't actually finish the artwork. The former is worth discussing on the
>> list, I think: the viability of children, and children-specific
>> environments, particularly in comemrcial ventures.
>--matt wrote:
>Quite right. I banned children in Achaea over a year ago because of the
>first problem.
Doesn't say much for the future of MMORPGs. Unless you start in the stone
age, maybe, and progress with the users. Perhaps the decendents of the
first mars colonists will act like human beings, even when they are
anonymous.
But I'm an optimist.
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- Thread context:
- RE: [MUD-Dev] Re: Family, was characters per account, (continued)
- RE: [MUD-Dev] Re: Family, was characters per account,
Paul Schwanz - Enterprise Services Paul.Schwanz@east.sun.com, Fri 14 Apr 2000, 02:51 GMT
- Re: [MUD-Dev] Re: Family, was characters per account,
Jeff Freeman SkeptAck@antisocial.com, Fri 14 Apr 2000, 02:51 GMT
- Re: [MUD-Dev] Re: Family, was characters per account,
Paul Schwanz - Enterprise Services Paul.Schwanz@east.sun.com, Fri 14 Apr 2000, 02:51 GMT
- Re: [MUD-Dev] Re: Family, was characters per account,
Paul Schwanz - Enterprise Services Paul.Schwanz@east.sun.com, Fri 14 Apr 2000, 02:52 GMT
- RE: [MUD-Dev] Re: Family, was characters per account,
Paul Schwanz - Enterprise Services Paul.Schwanz@east.sun.com, Mon 17 Apr 2000, 21:53 GMT
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