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<H1>Re: [MUD-Dev] more classes (Usability and interface and who the</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] more classes (Usability and interface and who the</LI>
<LI><em>From</em>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI>
<LI><em>Date</em>: Wed, 1 Oct 1997 20:53:22 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Wed, 1 Oct 1997, Brian Price wrote:
> > From: clawrenc#cup,hp.com
> > at 09:44 AM, "Brandon J. Rickman" <ashes#pc4,zennet.com> said:
> >
> > >And why does everyone start with a weak character? In heroic science
> > >fiction or fantasy characters start out with some expert skills.
> >
> > A couple basic reasons:
> >
> > It allows MUDs to more easily play off __two__ of the basic plots:
> > _Man_Learns_A_Lesson_, and _The_Little_Tailor_ (man goes out, has an
> > adventure, comes home and tells about it).
> >
> > It allows the same game to be played repetitively: Each time the
> > character can advance differently.
> >
> > The sense of advancement provides attractive goals for players.
>
> Do you believe a mud can be successful if it puts much less emphasis
> on advancement, and much more on adventuring? Especially if
> mechanisms are in place which mutate the game as it is played?
I certainly believe so - a game tilted to such an extent would be far more
likely to keep my attention, at least. I rapidly become bored with
simplistic games where variations upon the 'do X lots, be better at X..'
loop make up the entire game play.
> Also, what exactly is character advancement? Does not the gaining of
> equipment which makes one more powerful qualify? As well as
> advanced training in exotic skills? The aquisition of wealth? The
> aquisition of power?
This is the notional view that I take - character advancement has many,
many dimensions, of which physical improvement (whether physically
physical, or physical in the knowledge sense) are but one facet of this.
Regards,
-Matt Chatterley
<A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"Smoking is one of the leading causes of statistics." -?
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<LI><STRONG><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev] more classes (Usability and interface and who the</A></STRONG>
<UL><LI><EM>From:</EM> "Brian Price" <blprice#bedford,net></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Fear of magic (was:Usability and interface)</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00862" HREF="msg00862.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 18 Dec 1997, 09:51 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00139" HREF="msg00139.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Wed 22 Oct 1997, 06:07 GMT
</LI>
</ul>
<LI><strong><A NAME="00112" HREF="msg00112.html">Re: [MUD-Dev] Usability and interface</A></strong>,
Jon Leonard <a href="mailto:jleonard#divcom,umop-ap.com">jleonard#divcom,umop-ap.com</a>, Tue 14 Oct 1997, 23:35 GMT
</LI>
</ul>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00010" HREF="msg00010.html">Re: [MUD-Dev] more classes (Usability and interface and who the</A></strong>,
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Wed 01 Oct 1997, 19:29 GMT
<UL>
<LI><strong><A NAME="00012" HREF="msg00012.html">Re: [MUD-Dev] more classes (Usability and interface and who the</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 01 Oct 1997, 19:54 GMT
</LI>
<LI><strong><A NAME="00111" HREF="msg00111.html">Re: [MUD-Dev] more classes (Usability and interface and who the</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 14 Oct 1997, 22:34 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00009" HREF="msg00009.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 01 Oct 1997, 19:07 GMT
<UL>
<LI><strong><A NAME="00023" HREF="msg00023.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to be playing, anyway? (Was: PK Again)</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Thu 02 Oct 1997, 08:44 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00008" HREF="msg00008.html">Re: [MUD-Dev] more classes (Usability and interface and who the hell is suppo)</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 01 Oct 1997, 18:52 GMT
</LI>
</UL></BLOCKQUOTE>
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