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<H1>[MUD-Dev] RE: Institutionalizing human behavior</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: Institutionalizing human behavior</LI>
<LI><em>From</em>: Matthew Mihaly &lt;<A HREF="mailto:the_logos#achaea,com">the_logos#achaea,com</A>&gt;</LI>
<LI><em>Date</em>: Sat, 15 Apr 2000 21:05:42 +0000 (GMT)</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, 14 Apr 2000, Xavier Plagnal wrote:
&gt; 
&gt; 	As a Game Designer and Everquest player, I agree with this strategy.
&gt; 	But as a hard core roleplaying games player, I don't want to play on
&gt; the same server as the persons who will play the game for money purposes. I
&gt; think that to create a special serveur with special registration and real
&gt; trading possibility should be a great addition to the game.

Well, as a hardcore roleplaying games player, you aren't their target
audience either. Hardcore players suck for flat-rate businesses.


&gt; 	It is a bit like Pvp or not Pvp, it is sometimes good to keep the
&gt; player who have the same way of playing together.
&gt; 	As Randy posted, I like to play in a world different of the real
&gt; life and with gratification bounded to the games rules and not to the amout
&gt; of money I really have.
&gt; 	With a game money oriented, there is a possibility that the same
&gt; person who have the power in the real life will hae the power in the game.
&gt; 	It is not good as the games are a way to dream, to forget the real
&gt; life and have a better one in a virtual world.

And with a game that is time-oriented, such as the existing MMORPGs, there
is a possibility that the person who has the most free time in real life
will have the power in the game. Why is that a better situation than
money? (Playing devil's advocate to _some_, though not a complete,
degree.)

--matt








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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00282" HREF="msg00282.html">[MUD-Dev] Amy Jo Kim's "Community Building on the Web"</A></strong>, 
Raph Koster <a href="mailto:rkoster@austin.rr.com">rkoster@austin.rr.com</a>, Sun 16 Apr 2000, 06:16 GMT
<UL>
<LI><strong><A NAME="00499" HREF="msg00499.html">Re: [MUD-Dev] Amy Jo Kim's "Community Building on the Web"</A></strong>, 
Richard Woolcock <a href="mailto:KaVir@dial.pipex.com">KaVir@dial.pipex.com</a>, Fri 21 Apr 2000, 00:19 GMT
<UL>
<LI><strong><A NAME="00512" HREF="msg00512.html">[MUD-Dev] BioWare to demonstrate Neverwinter Nights at E3</A></strong>, 
F. Randall Farmer <a href="mailto:randy@communities.com">randy@communities.com</a>, Sat 22 Apr 2000, 04:13 GMT
<UL>
<LI><strong><A NAME="00541" HREF="msg00541.html">Re: [MUD-Dev] BioWare to demonstrate Neverwinter Nights at E3</A></strong>, 
Travis Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Mon 24 Apr 2000, 02:15 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00283" HREF="msg00283.html">[MUD-Dev] RE: Institutionalizing human behavior</A></strong>, 
Matthew Mihaly <a href="mailto:the_logos@achaea.com">the_logos@achaea.com</a>, Sun 16 Apr 2000, 06:16 GMT
<LI><strong><A NAME="00281" HREF="msg00281.html">[MUD-Dev] Declaration of the Rights of Avatars</A></strong>, 
Raph Koster <a href="mailto:rkoster@austin.rr.com">rkoster@austin.rr.com</a>, Sun 16 Apr 2000, 06:16 GMT
<UL>
<LI><strong><A NAME="00287" HREF="msg00287.html">Re: [MUD-Dev] Declaration of the Rights of Avatars</A></strong>, 
Erik Jarvi <a href="mailto:ejarvi@megsinet.net">ejarvi@megsinet.net</a>, Sun 16 Apr 2000, 15:59 GMT
</LI>
<LI><strong><A NAME="00296" HREF="msg00296.html">Re: [MUD-Dev] Declaration of the Rights of Avatars</A></strong>, 
Travis Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Sun 16 Apr 2000, 22:29 GMT
<UL>
<LI><strong><A NAME="00330" HREF="msg00330.html">RE: [MUD-Dev] Declaration of the Rights of Avatars</A></strong>, 
Raph Koster <a href="mailto:rkoster@austin.rr.com">rkoster@austin.rr.com</a>, Mon 17 Apr 2000, 05:39 GMT
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</UL>
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</UL></BLOCKQUOTE>

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