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<H1>Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influential muds</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>: Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influential muds </LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:diablo#best,com">diablo#best,com</A>&gt;</LI>
<LI><em>Date</em>: Sat, 13 Mar 1999 00:38:20 -0800 (PST)</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 Fri, 12 Mar 1999, J C Lawrence wrote:

&gt; On Wed, 10 Mar 1999 18:07:22 -0800 (PST) 
&gt; Matthew Mihaly &lt;diablo#best,com&gt; wrote:
&gt; 
&gt; &gt; Boring is a subjective word. I can't remember if it was you or
&gt; &gt; Raph that pointed out that despite (or maybe even because of) the
&gt; &gt; ridiculous, mechanical simplicity of Shades, it was a lot of fun.
&gt; 
&gt; I did, and which you are right, is a very curious anomaly.  Some
&gt; classes of simulations (eg SimEarth, SimCity, Civilisation, Empires,
&gt; etc) also break this pattern.  Shades does it very curiously, by
&gt; providing a very very simple obvious mechanical pattern that some
&gt; remains "fun" despite its very apparent roteness.  Sim* get it thru
&gt; complexity depth.
&gt; 
&gt; &gt; By way of another, even more extreme example, I present you with
&gt; &gt; Pachinko.  
&gt; 
&gt; Touche.  It would seem that mechanility is not the corret term.

I wonder then, what IS the right term, or the right idea. Obviously there
are some things (at least I suspect so. This is just conjecture.) that
nearly everyone is going to find intolerably boring, but where is this
threshold and what are the characteristics that define this threshold?

--matt



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MUD-Dev maillist  -  MUD-Dev#kanga,nu
<A  HREF="http://www.kanga.nu/lists/listinfo/mud-dev">http://www.kanga.nu/lists/listinfo/mud-dev</A>


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<li><strong><A NAME="00566" HREF="msg00566.html">Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influent ial muds</A></strong>
<ul compact><li><em>From:</em> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</li></ul>
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<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#varesearch,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Storytelling and Gods (fairly long)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00504" HREF="msg00504.html">[MUD-Dev] Storytelling and Gods (fairly long)</A></strong>, 
Matthew Mihaly <a href="mailto:sarapis#achaea,com">sarapis#achaea,com</a>, Wed 03 Mar 1999, 01:25 GMT
</LI>
<LI><strong><A NAME="00518" HREF="msg00518.html">Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influent ial muds</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Wed 10 Mar 1999, 22:42 GMT
<UL>
<LI><strong><A NAME="00520" HREF="msg00520.html">Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influential muds</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 11 Mar 1999, 02:07 GMT
<UL>
<LI><strong><A NAME="00562" HREF="msg00562.html">Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influent ial muds</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Sat 13 Mar 1999, 02:08 GMT
<UL>
<LI><strong><A NAME="00564" HREF="msg00564.html">Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influential muds</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Sat 13 Mar 1999, 08:38 GMT
<UL>
<LI><strong><A NAME="00566" HREF="msg00566.html">Re: [MUD-Dev] Storytelling vs simulation, AGAIN! was Re: Influent ial muds</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 13 Mar 1999, 09:28 GMT
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</LI>
<LI><strong><A NAME="00495" HREF="msg00495.html">[MUD-Dev] Re: Roleplaying and Immersion (was: PermaDeath)</A></strong>, 
Sayeed <a href="mailto:yu219121#YorkU,CA">yu219121#YorkU,CA</a>, Sun 28 Feb 1999, 03:54 GMT
<UL>
<LI><strong><A NAME="00499" HREF="msg00499.html">Re: [MUD-Dev] Re: Roleplaying and Immersion (was: PermaDeath)</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 01 Mar 1999, 18:56 GMT
<UL>
<LI><strong><A NAME="00508" HREF="msg00508.html">Re: [MUD-Dev] Re: Roleplaying and Immersion (was: PermaDeath)</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Thu 04 Mar 1999, 05:47 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>

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