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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>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 17 Jul 1998 17:44:36 -0700</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 Thu, 2 Jul 1998 11:29:23 -0600 
Chris Gray&lt;cg#ami-cg,GraySage.Edmonton.AB.CA&gt; wrote:

&gt; I'm not really following up here, but more following on. The above
&gt; interchanged triggered the following question in my mind: How
&gt; dependent are the combat freaks and the combat critics on the actual
&gt; words and forms used during "combat"? 

Very.  cf Jack Vance's "The Languages of Pao".  As long as the various
verbs etc equate to
attack/invalidate/minorise/subdue/make-lesser/humiliate etc than they
are effective.  A minor exception would occur if the action had the
same effect:

  &gt; paint bubba
  Bubba is now painted.
  &gt; where bubba
  There is no bubba in this game.

But I'm fairly sure that this is a very minor exception.

&gt; My guess on this is that the combat folks wouldn't touch the game
&gt; with a ten foot pole, unless they were coerced and enticed in some
&gt; way, but having gotten into it, might find it more fun, since what
&gt; they are doing is now somehow acceptible. If not, then I'd have to
&gt; conclude that one of the reasons they wouldn't like this but do like
&gt; regular combat is that they *want* to be doing socially unacceptible
&gt; things, and they *want* all of the physical damage and agony that
&gt; they cause (at least virtually). 

Nahh, a key element in combat is the concept of subjugating,
enforcing, or otherwise overriding someone else's controls and
defences.  There has to be an element of conquest.  I don't see social
acceptability, or its absence as being a major motivator or
requirement.

&gt; [I played "Unreal" for the first time yesterday, and must admit to
&gt; some visceral satisfaction from seeing my opponent (a friend in
&gt; another city) fly apart into hunks of bloody meat. Later, three of
&gt; us played "Monkey Island" (first time for all of us), and were quite
&gt; entertained by its non-violence and quirky humor.]

Tho I have never played Quake, one of the more intesting seeming
variations is Catch The Chicken at:

  URL:<A  HREF="http://www.planetquake.com/chicken/">http://www.planetquake.com/chicken/</A>

You can only shoot the guy with the chicken.

The guy with the chicken can't shoot.

The longer you keep the chicken the more points you get.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<UL><LI><EM>From:</EM> Chris Gray &lt;cg#ami-cg,GraySage.Edmonton.AB.CA&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>
<LI><strong><A NAME="00010" HREF="msg00010.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 01 Jul 1998, 19:50 GMT
</LI>
<LI><strong><A NAME="00030" HREF="msg00030.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 02 Jul 1998, 01:12 GMT
</LI>
<LI><strong><A NAME="00033" HREF="msg00033.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 02 Jul 1998, 17:33 GMT
<UL>
<LI><strong><A NAME="00158" HREF="msg00158.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Sat 11 Jul 1998, 00:59 GMT
</LI>
<LI><strong><A NAME="00245" HREF="msg00245.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 18 Jul 1998, 00:45 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00034" HREF="msg00034.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 02 Jul 1998, 19:40 GMT
<UL>
<LI><strong><A NAME="00040" HREF="msg00040.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Fri 03 Jul 1998, 01:54 GMT
</LI>
<LI><strong><A NAME="00047" HREF="msg00047.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Fri 03 Jul 1998, 20:48 GMT
<UL>
<LI><strong><A NAME="00078" HREF="msg00078.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, 07:20 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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