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RE: [MUD-Dev] Re: Family, was characters per account
> -----Original Message-----
> From: mud-dev-admin#kanga,nu [mailto:mud-dev-admin#kanga,nu]On Behalf Of
> Jeff Freeman
> Sent: Tuesday, April 11, 2000 9:17 AM
> To: mud-dev#kanga,nu
> Subject: Re: [MUD-Dev] Re: Family, was characters per account
>
>
> From: Daniel James <dan#sensei,co.uk>
> >Family does seem to be a grossly neglected construct in
> >online games - and such an obvious one!
>
> I've been especially disappointed in the graphical MMORPGs. Family? They
> don't even have NPC children. Because, I'm supposing, someone somewhere
> decided that it wasn't the least bit important. Waste of disk space for
> the art, waste of system resources to have them in-game. It's not as if
> anyone wants to pretend those are real towns with real people in
> them anyway.
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.
-Raph
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- Thread context:
- Re: [MUD-Dev] Simulating Ancient Greece WAS: Same-Sex Marriage,
Jon Lambert jlsysinc#ix,netcom.com, Tue 11 Apr 2000, 05:25 GMT
- [MUD-Dev] Re: Family, was characters per account,
Daniel James dan#sensei,co.uk, Mon 10 Apr 2000, 23:36 GMT
- Re: [MUD-Dev] Re: Family, was characters per account,
Jeff Freeman skeptack#antisocial,com, Tue 11 Apr 2000, 17:22 GMT
- RE: [MUD-Dev] Re: Family, was characters per account,
Raph Koster rkoster#austin,rr.com, Tue 11 Apr 2000, 22:47 GMT
- RE: [MUD-Dev] Re: Family, was characters per account,
Chris Lloyd crl199#soton,ac.uk, Wed 12 Apr 2000, 01:09 GMT
- RE: [MUD-Dev] Re: Family, was characters per account,
Matthew Mihaly the_logos#achaea,com, Wed 12 Apr 2000, 01:09 GMT
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