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RE: [MUD-Dev] banning the sale of items





> -----Original Message-----
> From: mud-dev-admin#kanga,nu [mailto:mud-dev-admin#kanga,nu]On Behalf Of
> Kevin Littlejohn
> Sent: Monday, April 17, 2000 8:43 PM
> To: mud-dev#kanga,nu
> Subject: Re: [MUD-Dev] banning the sale of items

> Does this actually filter down to the game designers?  It seems the MMORPG
> programmers (and other computer game programmers) are brutally
> aware of the
> commercial implications of design issues in their games (ref: someone's
> "scratch any game programmer, you'll find someone disillusioned, but
> looking for the next team to be the one where they get it right") - are
> arcade game designers likewise writing games with a view to bringing in as
> much coin as they can, or is it a different feel?  Just curious...

The alleged reason that many of the classic coin-op games was so hard was
because of the arcade operator's demands that games have an average length
of under 3 minutes. Williams in particular was mentioned often as a
developer that had this mindset...

-Raph




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