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Re: [MUD-Dev] Re: Family, was characters per account
On Tue, 11 Apr 2000, Shawn Halpenny wrote:
> On Tue, Apr 11, 2000 at 06:58:32PM +0000, Matthew Mihaly wrote:
> > On Tue, 11 Apr 2000, Phillip Lenhardt wrote:
>
> [ ... ]
>
> > > But suppose that every script a player writes is available to everyone
> > > else (which obviously precludes the "script trade" economy). Then having a
> > > "killer script" is at best a momentary advantage.
> >
> > So if everyone is going to have "the" killer script, why bother?
>
> So once I have "the" killer mud engine, why should you all bother?
Because what people want in a mud engine differs significantly. Mud
engines are complicated things. You could make a scripting language in a
mud quite complicated and capable, thus allowing any sort of golden path
to be obscured, but you are dooming yourself to having few players. (which
may or may not be a bad thing depending on your goals.) If we're talking
incredibly small niche audience as your goal, then sure, it could work,
but it would be a total waste of time in a big game.
--matt
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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,
Matthew Mihaly the_logos#achaea,com, Tue 11 Apr 2000, 21:25 GMT
- Re: [MUD-Dev] Re: Family, was characters per account,
Kevin Littlejohn darius#connect,com.au, Tue 11 Apr 2000, 21:51 GMT
- [MUD-Dev] Re: Family, was characters per account,
Shawn Halpenny malachai#iname,com, Tue 11 Apr 2000, 22:06 GMT
- Re: [MUD-Dev] Re: Family, was characters per account,
Kevin Littlejohn darius#connect,com.au, Tue 11 Apr 2000, 21:51 GMT
- Re: [MUD-Dev] Re: Family, was characters per account,
Jeff Freeman SkeptAck#antisocial,com, Wed 12 Apr 2000, 04:03 GMT
- RE: [MUD-Dev] Player controller justice systems,
Koster, Raph rkoster#origin,ea.com, Mon 10 Apr 2000, 23:12 GMT
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