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<H1>Re: [MUD-Dev] The Virtual Ecology</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] The Virtual Ecology</LI>
<LI><em>From</em>: "Brandon J. Rickman" &lt;<A HREF="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 25 Aug 1999 15:27:01 -0700 (PDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Mon, 26 Jul 1999, Greg Miller wrote:
&gt; "Ilya, SCC, Game Commando" wrote:
&gt; &gt; In short, I think the system can be made to be at least somewhat self
&gt; &gt; correcting.  This may mean that the self-correction includes starvation
&gt; &gt; for the playing community!  Of course this may mean the person who 
&gt; 
&gt; Potential problem: The check in real life to the elimination of too much
&gt; prey is an elimination of some of the predators. If the predators are
&gt; paying customers (or if you just want a large player base), predator
&gt; die-offs (that is, players quitting your mud) could be problematic. :)
&gt; That limits your ability to implement any sort of player "starvation".

I meant to reply to this quite a while ago (back in July) - I find this to
be a truly brilliant observation.  This means there is a kind of positive
feedback in operation within the struggle-for-resources genre of
commercial multiplayer games: more players results in more prey, which 1)
attracts more players if it makes the game easier and 2) lures more
players into the predator role, because it is easier than the alternative
occupations.

- B!




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<LI><STRONG><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] The Virtual Ecology</A></STRONG>
<UL><LI><EM>From:</EM> Greg Miller &lt;gmiller#classic-games,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The Virtual Ecology</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00054" HREF="msg00054.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Brian Carter <a href="mailto:muddev#wyrms-of-malice,com">muddev#wyrms-of-malice,com</a>, Mon 26 Jul 1999, 16:51 GMT
</LI>
</ul>
<LI><strong><A NAME="00053" HREF="msg00053.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Ilya, SCC, Game Commando <a href="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</a>, Mon 26 Jul 1999, 16:51 GMT
<UL>
<LI><strong><A NAME="00056" HREF="msg00056.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Albert <a href="mailto:thecheezeman#earthlink,net">thecheezeman#earthlink,net</a>, Mon 26 Jul 1999, 19:12 GMT
</LI>
<LI><strong><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Mon 26 Jul 1999, 23:50 GMT
<UL>
<LI><strong><A NAME="00143" HREF="msg00143.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Thu 26 Aug 1999, 00:05 GMT
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<LI><strong><A NAME="00059" HREF="msg00059.html">RE: [MUD-Dev] The Virtual Ecology</A></strong>, 
Schubert, Damion <a href="mailto:dschubert#origin,ea.com">dschubert#origin,ea.com</a>, Mon 26 Jul 1999, 23:49 GMT
</LI>
<LI><strong><A NAME="00066" HREF="msg00066.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Tony Wilkinson <a href="mailto:tony.wilkinson#dial,pipex.com">tony.wilkinson#dial,pipex.com</a>, Tue 27 Jul 1999, 18:36 GMT
<UL>
<LI><strong><A NAME="00072" HREF="msg00072.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Thu 29 Jul 1999, 19:49 GMT
<UL>
<LI><strong><A NAME="00101" HREF="msg00101.html">Re: [MUD-Dev] The Virtual Ecology</A></strong>, 
Par Winzell <a href="mailto:zell#alyx,com">zell#alyx,com</a>, Mon 16 Aug 1999, 18:00 GMT
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