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<H1>[MUD-Dev] Re: META: List "peerage"</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: META: List "peerage"</LI>
<LI><em>From</em>: "Caliban Tiresias Darklock" &lt;<A HREF="mailto:caliban#darklock,com">caliban#darklock,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 25 Jan 1999 14:37:23 -0800</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
-----Original Message-----
From: Marian Griffith &lt;gryphon#iaehv,nl&gt;
To: Mud Dev Mailing list &lt;mud-dev#kanga,nu&gt;
Date: Monday, January 25, 1999 1:54 PM
Subject: [MUD-Dev] Re: META: List "peerage"


&gt;I truly never considered myself anything of the elite  you mentioned.
&gt;For one thing  because I know next to nothing about coding,  and only
&gt;know about muds as a player.

I just wanted to drive home that this is a VERY valuable perspective. Your
perception of a concept is arguably more important than any designer's,
because you're the public. You're representative of the people who are
*playing* the games. It is a near-impossible task to look at any MUD design
with the eyes of a player after you've hacked up and rebuilt a few servers;
while some of us try very hard to look at our designs with a player's eyes,
we still end up seeing differently than the average player does.

The major lament I have is that if you spend enough time here, you'll turn
into a designer too, and then we'll lose that perspective. So quit learning,
dammit. ;)

&gt;It may be that we should make it more clear that this particular list
&gt;is not meant for the 'how to' questions, but for the 'supppose we do'
&gt;type.

But then there are the 'how to' questions that *fit* here. Like 'how to'
make a popular game. Or 'how to' prevent player infighting. Granted, it's
more "in character" on this list to provide a tentative solution as a
starting point, but sometimes you're just plain lost and don't have one.

I'm in that situation with the game I'm working on; the game balance is
going to be TREMENDOUSLY impacted now that it's moving away from an
environment where each player was restricted to playing for about an hour a
day. Given the easy scriptability of the system, a player could just run a
complex macro for a week and a half, then come back to his buffed-out and
fantastically wealthy ship without the attendant discipline that he would
have had were he running the ship for a prolonged period of time. The sense
of urgency has gone away, and I don't really know how to get it back without
sticking the time limit back on. (The game economy also doesn't drain
effectively in all cases, but online economies are hard.)

I guess what I'm saying is, sometimes you don't have a supposition. That
shouldn't automatically make the question inappropriate to the list, though.
I like the philosophical nature of discussion here, the idea that there
really aren't any wrong answers. The intimidation factor probably
contributes to that; knowing that the person you're talking to may very well
be a thirty-year veteran of game design, you're a lot less likely to say
"you dumb schmuck" in front of everyone else.

&gt;It is easier to be on equal footing if everybody is speculating
&gt;as opposed to lecturing how to do things.  Still, it is hard to argue
&gt;with experience.


Guilty. Whenever I put my two cents in, I hammer on it nice and hard; it's
important to me, because it's mine, but I do try to remain aware that no
matter how proud I am of it... it's still just two cents. That and a nickel
can almost get you a gumball. ;)

| Caliban Tiresias Darklock            caliban#darklock,com
| Darklock Communications          <A  HREF="http://www.darklock.com/">http://www.darklock.com/</A>
| U L T I M A T E   U N I V E R S E   I S   N O T   D E A D
| 774577496C6C6E457645727355626D4974H       -=CABAL::3146=-




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: META: list "peerage"</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00275" HREF="msg00275.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 26 Jan 1999, 03:28 GMT
<UL>
<LI><strong><A NAME="00279" HREF="msg00279.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 26 Jan 1999, 05:51 GMT
</LI>
<LI><strong><A NAME="00304" HREF="msg00304.html">[MUD-Dev] Re: MUD Admin skills</A></strong>, 
Hal Black <a href="mailto:hal#moos,ml.org">hal#moos,ml.org</a>, Wed 27 Jan 1999, 06:35 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00258" HREF="msg00258.html">[MUD-Dev] Re: META: List "peerage"</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 25 Jan 1999, 19:47 GMT
</LI>
<LI><strong><A NAME="00270" HREF="msg00270.html">[MUD-Dev] Re: META: List "peerage"</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 25 Jan 1999, 22:40 GMT
</LI>
<LI><strong><A NAME="00272" HREF="msg00272.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Quzah [softhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Mon 25 Jan 1999, 23:57 GMT
</LI>
<LI><strong><A NAME="00280" HREF="msg00280.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Matthew D. Fuller <a href="mailto:fullermd#futuresouth,com">fullermd#futuresouth,com</a>, Tue 26 Jan 1999, 06:10 GMT
<UL>
<LI><strong><A NAME="00286" HREF="msg00286.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Laurel Fan <a href="mailto:lf25+@andrew.cmu.edu">lf25+@andrew.cmu.edu</a>, Tue 26 Jan 1999, 16:35 GMT
</LI>
<LI><strong><A NAME="00285" HREF="msg00285.html">[MUD-Dev] Re: META: list "peerage"</A></strong>, 
Laurel Fan <a href="mailto:lf25+@andrew.cmu.edu">lf25+@andrew.cmu.edu</a>, Tue 26 Jan 1999, 16:35 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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