<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: WIRED: Kilers have more fun --> <!--X-From-R13: "Re. Qng" <pngNotn.pbz> --> <!--X-Date: Tue, 21 Jul 1998 19:32:52 -0700 --> <!--X-Message-Id: 199807220018.TAA21418#zoom,bga.com --> <!--X-Content-Type: text --> <!--X-Reference: Marcel-1.45-0721205229-d07Ky&5#catling,demon.nl --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: WIRED: Kilers have more fun</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:cat#bga,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00300.html">Previous</a> | <a href="msg00302.html">Next</a> ] Thread: [ <a href="msg00285.html">Previous</a> | <a href="msg00302.html">Next</a> ] Index: [ <A HREF="author.html#00301">Author</A> | <A HREF="#00301">Date</A> | <A HREF="thread.html#00301">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: WIRED: Kilers have more fun</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <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>: "Dr. Cat" <<A HREF="mailto:cat#bga,com">cat#bga,com</A>></LI> <LI><em>Date</em>: Tue, 21 Jul 1998 19:18:50 -0500 (CDT)</LI> <LI><em>Cc</em>: <A HREF="mailto:pixel#bga,com">pixel#bga,com</A></LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > Marian Griffith wrote.... > > Actually, what I wondered was why things are so vastly different between > reality and games. And what it is in reality that prevents the vast ma- > jority of people to form rampaging warbands that loot and kill everybody > and everything. Ok, let's start out with the biggest one. In most games, when you die, you can either get ressurected or else make a brand new character, and go right on trying to enjoy the game in one fashion or another. In real life, when you die, as far as we know your ability to play this "Earth" game is ended, done, kaput, over. (While there's speculation that you get to go play some variant of a game called "Afterlife" instead, there's no consensus on this topic, which often provokes intense debate.) This is a huge difference. Strictly from a risk/reward standpoint, the members of rampaging warbands online risk losing whatever you lose when you get killed and ressurect or start over with a new character. Whereas risking getting killed in real life is considered by many to mean you are risking losing EVERYTHING. People who think "we're just simulating reality, well a reality where magic works and there are dragons, but other than that..." will tend to believe you can and should get all your solutions by mirroring real world solutions to social issues. I think they will also end up missing out in situations where there's a totally unrealistic, weird, ludicrous, but entirely codeable and workable solution that works better. To really implement the "real world" solution accurately, a first step would be to make it so that any given player can only create one character, there's no magical ressurection, and if they die they are banned from ever playing the game. I think most mud developers would prefer not to do that. But it might make a very interesting experiment for some student to do some day, maybe even write a paper on. To go further though, you might observer that game-death doesn't cause the player to lose anything outside the game, thus they don't have as strong a motivation to avoid it as, say, dying in a knife fight in RL. Their character is gone and they can't play that game any more, but they can go play some other game much like it, instead. Not to mention they can still eat, drink, watch movies, read books, etc. etc. They've really only lost a tiny percentage of what they can do in life, so it's still much more reasonable-seeming a choice for them to go and start a raiding party, or be an assassin, or whatever. So to get a higher degree or accuracy in your simulation, you could conceivably announce to your players that anyone dying in the game will be tracked down and shot dead in real life. This would likely instill a very HIGH level of motivation amongst the player base to weigh the potential consequences of their actions seriously. Especially after they heard of the first few players being stalked and murdered after their character got killed in the game. However, I think that NO mud developers will choose this approach. This is just a reminder that while there are some similarities in what happens in simulations and real life, there will ALWAYS be huge differences in the nature of the player's emotional involvement in the situations therein and the structure of their motivations and their actions there. Simply the fact of being a simulation is enough to guarantee this, even if the simulation is amazingly detailed and accurate. When you're dealing with current levels of technology, where simulations are very rough, lacking in detail, and differ from reality in enormous numbers of ways, that just adds one MORE reason that there are big differences in behaviors and motivations of players. But there will always be some difference. Consider the Star Trek Holodeck, and the fact that some people will do things there that they'd never do in real life. Attacking and killing innocent people, or engaging in a romantic encounter with a near-perfect replica of someone they're too shy to approach in real life. The virtual paramour comes with no risk of rejection, no risk of embarassing you by anything they might say to your real-life friends, no risk of them being dissapointed in anything about you. And you can shut them down any time you need or want to, and turn them back on (so to speak) later at your convenience. Movies started out by putting stage plays on in front of a movie camera and recording them. TV started out by taking popular radio shows, and pointing TV cameras at the people so you could see them. But eventually people figured out what the new medium itself was, what its strength were, what would "play well" there. MUDs are still in that early stage, trying to mimic real fights, real wars, real environments. But what if we figured out what the medium is in and of itself, where it's different than reality and offers its own unique set of possibilities as well as limitations? What if we figured out what a "virtual war" is really like, a virtual environment, and how to make it the best virtual thing it could be, rather than the best imitation of something it isn't and can't be? If we learned how to "play to the strengths of the medium"? I'll say it again. The key secret is that it's all made out of the human attention. Attention is the currency of the future. *-------------------------------------------**-----------------------------* Dr. Cat / Dragon's Eye Productions || Free alpha test: *-------------------------------------------** <A HREF="http://www.bga.com/furcadia">http://www.bga.com/furcadia</A> Furcadia - a new graphic mud for PCs! || Let your imagination soar! *-------------------------------------------**-----------------------------* </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00316" HREF="msg00316.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong> <ul compact><li><em>From:</em> Marian Griffith <gryphon#iaehv,nl></li></ul> <li><strong><A NAME="00302" HREF="msg00302.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong> <ul compact><li><em>From:</em> Caliban Tiresias Darklock <caliban#darklock,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00283" HREF="msg00283.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG> <UL><LI><EM>From:</EM> Marian Griffith <gryphon#iaehv,nl></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00300.html">[MUD-Dev] Re: [CODE] [LANGUAGE/PLATFORM SPECIFIC] My Event Engine</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00302.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00285.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00302.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00301"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00301"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <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="00152" HREF="msg00152.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Fri 10 Jul 1998, 17:03 GMT </LI> <LI><strong><A NAME="00204" HREF="msg00204.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Tue 14 Jul 1998, 13:22 GMT <UL> <LI><strong><A NAME="00283" HREF="msg00283.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="00285" HREF="msg00285.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, 21:39 GMT </LI> <LI><strong><A NAME="00301" HREF="msg00301.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Wed 22 Jul 1998, 02:32 GMT <UL> <LI><strong><A NAME="00302" HREF="msg00302.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, 04:19 GMT </LI> <LI><strong><A NAME="00316" HREF="msg00316.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Wed 22 Jul 1998, 20:36 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> <LI><strong><A NAME="00291" HREF="msg00291.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 21 Jul 1998, 22:59 GMT </LI> <LI><strong><A NAME="00295" HREF="msg00295.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Wed 22 Jul 1998, 00:45 GMT </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>