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<H1>[MUD-Dev] Re: WIRED: Kilers have more fun</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: WIRED: Kilers have more fun</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 10 Jul 1998 01:46:21 -5</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On  9 Jul 98, Marian Griffith wrote:
&gt; On Wed 08 Jul, Jon A. Lambert wrote:
&gt; 
&gt; &gt; I'd argue that violence cannot and does not occur within any mud.
&gt; 
&gt; I am not sure I follow what you are aiming at here. Do you mean to say that
&gt; violence does not occur on muds? Or that it does regardless of how much you
&gt; try to prevent it?

I'm questioning the direct linkage between real violence and mud 
violence.  How can one voluntarily and willingly participate in a 
game where violence is possible, while maintaining that there is 
such a link?  I would maintain that willing participation in such a 
environment is tantamount to endorsing the position that violence 
does not occur in muds or that this "sort" of violence is quite 
different than real violence and is acceptable.  In addition, 
acceptance of "violence" in such a context does not necessarily 
translate into the way one lives one's real life.

There are two types of online mud games.  Those which operate 
on the "principle of mutual consent" and those that do not.  

Violence can only occur in games that are operated under the 
principle of mutual consent.  This violence is also limited to mental 
effects generated by the victim as a result of violation of this 
principle.  Games that do not implement mutual consent, do not 
acknowledge their violence as real violence.  

Personally I have found enjoyment in playing both types of mud 
games.

&gt; &gt; Identity can be made much less fluid, through email registration, 
&gt; &gt; character registration, etc. BTW, I would think commercial providers 
&gt; &gt; would have a stronger handle on identity via electronic payment 
&gt; &gt; systems and/or client software registration.  Ostracism can be 
&gt; &gt; implemented at the expense of anonymity.  
&gt; 
&gt; The question of course remains how effective it is against a determined
&gt; player,  but it will help in weeding out the idiots and bullies,  which
&gt; goes a long way into reducing the problem.
 
I know of many mushes which implement character registration via 
e-mail.  How often do idiots and bullies perform persistent repeat 
performances in such games?     
--
--/*\ Jon A. Lambert - TychoMUD     Internet:jlsysinc#ix,netcom.com /*\--
--/*\ Mud Server Developer's Page &lt;<A  HREF="http://www.netcom.com/~jlsysinc">http://www.netcom.com/~jlsysinc</A>&gt; /*\--
--/*\   "Everything that deceives may be said to enchant" - Plato   /*\--


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<ul compact><li><strong>Follow-Ups</strong>:
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<li><strong><A NAME="00466" HREF="msg00466.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
<li><strong><A NAME="00284" HREF="msg00284.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>
<ul compact><li><em>From:</em> Marian Griffith &lt;gryphon#iaehv,nl&gt;</li></ul>
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<LI><STRONG><A NAME="00071" HREF="msg00071.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG>
<UL><LI><EM>From:</EM> "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt;</LI></UL></LI>
<LI><STRONG><A NAME="00124" HREF="msg00124.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG>
<UL><LI><EM>From:</EM> Marian Griffith &lt;gryphon#iaehv,nl&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: WIRED: Kilers have more fun</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00304" HREF="msg00304.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 22 Jul 1998, 11:18 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00071" HREF="msg00071.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 08 Jul 1998, 04:34 GMT
<UL>
<LI><strong><A NAME="00124" HREF="msg00124.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 09 Jul 1998, 19:41 GMT
<UL>
<LI><strong><A NAME="00126" HREF="msg00126.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Thu 09 Jul 1998, 20:21 GMT
</LI>
<LI><strong><A NAME="00143" HREF="msg00143.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Fri 10 Jul 1998, 05:46 GMT
<UL>
<LI><strong><A NAME="00284" HREF="msg00284.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 21 Jul 1998, 21:19 GMT
<UL>
<LI><strong><A NAME="00286" HREF="msg00286.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Matthew R. Sheahan <a href="mailto:chaos#crystal,palace.net">chaos#crystal,palace.net</a>, Tue 21 Jul 1998, 21:52 GMT
</LI>
<LI><strong><A NAME="00288" HREF="msg00288.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Tue 21 Jul 1998, 22:19 GMT
<UL>
<LI><strong><A NAME="00320" HREF="msg00320.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 23 Jul 1998, 20:23 GMT
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