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<H1>[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</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: Affordances and social method (Was: Re: Wi</LI>
<LI><em>From</em>: <A HREF="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</A></LI>
<LI><em>Date</em>: Sun, 09 Aug 1998 13:54:34 -0400 (EDT)</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 Sat, 8 Aug 1998, Hans-Henrik Staerfeldt wrote:

&gt; 
&gt; On Sat, 8 Aug 1998, Dan Shiovitz wrote:
&gt; 
&gt; &gt; On Sat, 8 Aug 1998, Jon A. Lambert wrote:
&gt; &gt; &gt; On  7 Aug 98, Dan Shiovitz wrote:

[... voting, etc ...]
 
&gt; You could set up the judgement as well at the penalties to be an
&gt; in-game-context event, even though you perhaps would have to
&gt; short-circuit some of the cause/effect feature you may have build in
&gt; the game to ensure the effectiveness of such a system. As an example
&gt; (in a mideval-like scenario) you would have the town elders set up a
&gt; meeting hearing the evidence, etc, sentencing a player to 2 weeks
&gt; (realtime) of jail (removing their ability to communicate with anyone
&gt; who is not actually visiting them, limiting their movement around the
&gt; game to the jail cell). Ofcause for this to be effective, (and it have
&gt; to, otherwise you have not really solved any problem), the criminal
&gt; should more often than not actually end up in jail.  Here perhaps you
&gt; need to short circuit some of the rules of cause/effect so that
&gt; atleast the 'criminal' gets his punishment.  Something like a message
&gt; the next time the person logs on: "During you sleep, some guards came
&gt; and threw you in jail" (or something more elaborate, but to exactly
&gt; the same effect). Such forcing of things are ofcause not desired if
&gt; you aim at a "realistic" game environment, but the alternative is that
&gt; the entire process is out of game-context. You could try to implement
&gt; it in a more realistic procedure (such as the guards actually showing
&gt; up and dragging off with the criminal, but you still need to make sure
&gt; that punishment is more often than not, is measured out.  Also you
&gt; need to set up in-game concepts for other out of game-context
&gt; penalties such as banning and deletion. As an example banning could be
&gt; "the casting of a spell that banish all souls with origin in a
&gt; specific plane or dimension", probably requireing the aid of a higher
&gt; being such as a god or its vatar (enter exciting description here),
&gt; deletion (in a game that implement easy or atomatic resurrection)
&gt; could be explaind away as some major banishment of a given soul. All
&gt; this ofcause take some carefull planning and tying in with all the
&gt; concepts of the game, but i feel that perhaps it is not that hard to
&gt; hide the administration context inside the game-context.

The only real problem I have with this idea is that it blurs the lines
betwixt In-Game action/reactions and Out-Of-Game action/reactions.  A
hockey player who kills someone doesn't get 5 minutes in the penalty box.
An out of game action should result in an out of game response.  By
bluring the lines, you remove the abstraction that the game _must_ provide
to be a game.

-Greg




</PRE>

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<LI><STRONG><A NAME="00560" HREF="msg00560.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></STRONG>
<UL><LI><EM>From:</EM> Hans-Henrik Staerfeldt &lt;hhs#cbs,dtu.dk&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00550" HREF="msg00550.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></strong>, 
Dan Shiovitz <a href="mailto:dbs#cs,wisc.edu">dbs#cs,wisc.edu</a>, Sat 08 Aug 1998, 02:59 GMT
<UL>
<LI><strong><A NAME="00552" HREF="msg00552.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 08 Aug 1998, 04:27 GMT
<UL>
<LI><strong><A NAME="00557" HREF="msg00557.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></strong>, 
Dan Shiovitz <a href="mailto:dbs#cs,wisc.edu">dbs#cs,wisc.edu</a>, Sat 08 Aug 1998, 07:48 GMT
<UL>
<LI><strong><A NAME="00560" HREF="msg00560.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Sat 08 Aug 1998, 11:45 GMT
<UL>
<LI><strong><A NAME="00587" HREF="msg00587.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Sun 09 Aug 1998, 17:58 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00555" HREF="msg00555.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></strong>, 
T. Alexander Popiel <a href="mailto:popiel#snugharbor,com">popiel#snugharbor,com</a>, Sat 08 Aug 1998, 05:40 GMT
</LI>
<LI><strong><A NAME="01049" HREF="msg01049.html">[MUD-Dev] Re: Affordances and social method (Was: Re: Wi</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 16 Sep 1998, 20:03 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00192" HREF="msg00192.html">[MUD-Dev] Re: Affordances and  social method (Was: Re: Wi</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 13 Jul 1998, 18:22 GMT
<UL>
<LI><strong><A NAME="00200" HREF="msg00200.html">[MUD-Dev] Re: Affordances and  social method (Was: Re: Wi</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Tue 14 Jul 1998, 07:13 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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