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<H1>Re: [MUD-Dev] characters per account</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] characters per account</LI>
<LI><em>From</em>: Paul Schwanz - Enterprise Services &lt;<A HREF="mailto:Paul.Schwanz#east,sun.com">Paul.Schwanz#east,sun.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 7 Apr 2000 14:48:49 -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>
Randy Said:
 
&gt; Actually, I'd like to see a set of reasons for even _attempting_ the goal of
&gt; one character per player.

I see only one reason for _encouraging_ one character per player, whether 
through game design or otherwise.  You alluded to it in your post: increasing 
character investment.

&gt; I personally think that "beefing up" reputation systems for
&gt; characters/identities (increasing character "investment") is the way to go
&gt; for making stronger social systems, and it would go a long way (as a
&gt; _side effect_) to reducing the character/player ratio.

How do you see better reputation systems resulting in increased character 
investment?

I'd like to hear more on ideas for a beefed up reputation system.  I think the 
most challenging obstacle to a player run justice system is the incredibly 
transient nature of characters. The reputation systems that I've seen 
implemented appear to have as their goal a method for making a character's 
actions more persistent (i.e. their previous actions linger as an aura). I think 
this is the right goal, but I'd personally like to see it done in a more 
realistic (where realistic=intuitive) way.  I think that a simulated 
word-of-mouth reputation system could be intuitive and fun.

The _currencies_ of an MMORPG are health, wealth, information, and power.  Most 
significant actions involve some type of exchange of one or more of these.  The 
actors either give or take in these basic areas.  I can envision a relatively 
simple reputation system where a character "observes" significant actions on the 
part of other characters and then "talks" about those actions with other 
characters as he goes about his daily routine.  Each charcter has a list of 
other characters about whom they have information, either "seen" or "heard."  
Actions are accumulative so that, over time, a significant picture forms as to 
other characters and the values demonstrated by their actions.

I can also envision a somewhat "beefier" system where a character's own values 
are taken into account when evaluating the actions of others.

Are there any others who have thoughts on this?  Is there any interest in more 
details on what I have in mind?

--Phinehas

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                "All things are lawful, but not all things are expedient."
                Paul E. Schwanz, II (a.k.a. Phinehas)        
                Email: paul.schwanz#east,sun.com
                  




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<li><strong><A NAME="00094" HREF="msg00094.html">Re: [MUD-Dev] characters per account</A></strong>
<ul compact><li><em>From:</em> "Kristen L. Koster" &lt;koster#eden,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] characters per account</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00048" HREF="msg00048.html">Re: [MUD-Dev] characters per account</A></strong>, 
Jon Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 05 Apr 2000, 00:37 GMT
<UL>
<LI><strong><A NAME="00054" HREF="msg00054.html">Re: [MUD-Dev] characters per account</A></strong>, 
Darren Henderson <a href="mailto:darren#nighttide,net">darren#nighttide,net</a>, Wed 05 Apr 2000, 03:10 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00055" HREF="msg00055.html">Re: [MUD-Dev] characters per account</A></strong>, 
Darren Henderson <a href="mailto:darren#nighttide,net">darren#nighttide,net</a>, Wed 05 Apr 2000, 03:28 GMT
<UL>
<LI><strong><A NAME="00061" HREF="msg00061.html">Re: [MUD-Dev] characters per account</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Wed 05 Apr 2000, 18:22 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00086" HREF="msg00086.html">Re: [MUD-Dev] characters per account</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz#east,sun.com">Paul.Schwanz#east,sun.com</a>, Fri 07 Apr 2000, 20:37 GMT
<UL>
<LI><strong><A NAME="00094" HREF="msg00094.html">Re: [MUD-Dev] characters per account</A></strong>, 
Kristen L. Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Sat 08 Apr 2000, 04:45 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00013" HREF="msg00013.html">[MUD-Dev] META: Topic List - 1999</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 03 Apr 2000, 03:36 GMT
<LI><strong><A NAME="00012" HREF="msg00012.html">[MUD-Dev] Fw: DESIGN: XML?</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 03 Apr 2000, 03:36 GMT
<LI><strong><A NAME="00011" HREF="msg00011.html">[MUD-Dev] Fw: 16K mud server competition !</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 03 Apr 2000, 03:36 GMT
</LI>
</UL></BLOCKQUOTE>

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