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<H1>[MUD-Dev] Fun and Learning in games</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] Fun and Learning in games</LI>
<LI><em>From</em>: "Draymoor" &lt;<A HREF="mailto:fibhufky#erols,com">fibhufky#erols,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 19 Nov 1998 10:16:02 -0500</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>
Ok, I've been thinking about what makes games fun for me. Specificly, Real
Time Strategy games, but this applies everywhere I think. Anyway, the
conclusion I came up with is that actually learning to play the game is what
presents the greatest fun for me. I was wondering if perhaps this is true in
other people?

If so, then perhaps one design element that hasn't been addressed in many
games is an unending learning curve, so there is always something new about
the game dynamics to learn.

Thoughts on this greatly appreciated.

-Philip Loguinov




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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re[2]: [MUD-Dev] defeating twinking through game mechanics</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00542" HREF="msg00542.html">Re[2]: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
Travis Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Mon 24 Apr 2000, 02:15 GMT
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<LI><strong><A NAME="00563" HREF="msg00563.html">Re: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Mon 24 Apr 2000, 23:42 GMT
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<LI><strong><A NAME="00548" HREF="msg00548.html">Re: Re[2]: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz@east.sun.com">Paul.Schwanz@east.sun.com</a>, Mon 24 Apr 2000, 18:47 GMT
<UL>
<LI><strong><A NAME="00552" HREF="msg00552.html">Re[4]: [MUD-Dev] defeating twinking through game mechanics</A></strong>, 
Travis Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Mon 24 Apr 2000, 21:17 GMT
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</UL>
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<LI><strong><A NAME="00470" HREF="msg00470.html">[MUD-Dev] Fun and Learning in games</A></strong>, 
Draymoor <a href="mailto:fibhufky@erols.com">fibhufky@erols.com</a>, Wed 19 Apr 2000, 18:55 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00479" HREF="msg00479.html">RE: [MUD-Dev] Fun and Learning in games</A></strong>, 
Schubert, Damion <a href="mailto:dschubert@origin.ea.com">dschubert@origin.ea.com</a>, Wed 19 Apr 2000, 23:36 GMT
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</UL>
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<LI><strong><A NAME="00452" HREF="msg00452.html">[MUD-Dev] Game Law Example (fwd)</A></strong>, 
J C Lawrence <a href="mailto:claw@cp.net">claw@cp.net</a>, Wed 19 Apr 2000, 02:24 GMT
<UL>
<LI><strong><A NAME="00460" HREF="msg00460.html">Re: [MUD-Dev] Game Law Example (fwd)</A></strong>, 
Travis S. Casey <a href="mailto:efindel@io.com">efindel@io.com</a>, Wed 19 Apr 2000, 18:55 GMT
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</UL>
</LI>
<LI><strong><A NAME="00439" HREF="msg00439.html">RE: [MUD-Dev] Justifying twinking</A></strong>, 
Schubert, Damion <a href="mailto:dschubert@origin.ea.com">dschubert@origin.ea.com</a>, Wed 19 Apr 2000, 00:02 GMT
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</UL></BLOCKQUOTE>

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