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<H1>[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</LI>
<LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></LI>
<LI><em>Date</em>: Mon, 4 May 1998 15:07:37 -0500</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" <<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>></LI>
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<PRE>
On Monday, May 04, 1998 3:32 PM Marian Griffith
[SMTP:gryphon#iaehv,nl] wrote:
>Raph said:
> > Most muds, even those oriented towards play spaces, haven't tended
to
> > give a very wide scope for play. The most complete play spaces,
such
> > as MUSHes, have such a high barrier of entry for true "play"
("let's
> > make TinyTim's clock!" "Sure! Let me just pull up my custom
softcode
> > editor with integrated debugger!") that they are self-limiting...
> Actually I have to disagree with this. PernMush (being the mush I
am
> most familiar with) and other similarly themed mushes actually have
a
> very low entry level.
For roleplay, yes? But a very high set of barriers, as I recall,
before you can do any building (which is also play). (It's been a
while since I visited PernMUSH, so I could be out of date).
> And what barrier there isn't a thing to do with
> code and everything with getting to know people. I have become
very
> good at volunteering other people to help me with the little coding
I
> needed, but then I am famous for being unable even to program the
VCR
> so perhaps I am excused from any coding chores by my friends ;)
What I was referring to was giving the *full scope* of play--so, if
most people are satisfied by just the roleplay, great... but the
building/softcode part of the play that MUSH code offers is usually
restricted--and it's a form of play that is very appealing. (In fact,
it was the ONLY form of play Alphaworld really offered beyond
talking).
It's worth noting that the roleplay part of a mud isn't really a mud
feature, because you don't need a mud to do it. The mud merely offers
a context. The avenues for play the mud offers are actually its
communications capabilities and its building capabilities.
> And here you may run into
> the gender bias that you mentioned at the beginning of your post.
If
> I am excused to be overly generalistic. The young males generally
en-
> joy the competitive game oriented games over the play oriented
ones.
> And the women who would prefer the play oriented games are not
found
> in as great numbers on the internet looking for games.
Gender differences are very real in terms of audience... I wouldn't be
surprised to hear that Dr Cat's project has a huge proportion of
female players.
> Perhaps if you
> broaden your definition of 'game' to include talkers you arrive at
a
> significantly different distribution between the two types of game.
By Bettelheim's definition, a talker would indeed be "play."
-Raph
--
MUD-Dev: Advancing an unrealised future.
</PRE>
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<ul compact><li><em>From:</em> "Dr. Cat" <cat#bga,com></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00368" HREF="msg00368.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 04 May 1998, 13:23 GMT
</LI>
<LI><strong><A NAME="00429" HREF="msg00429.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 06 May 1998, 18:57 GMT
</LI>
<LI><strong><A NAME="00356" HREF="msg00356.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 May 1998, 08:29 GMT
<UL>
<LI><strong><A NAME="00367" HREF="msg00367.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 04 May 1998, 13:14 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00371" HREF="msg00371.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 May 1998, 13:39 GMT
<UL>
<LI><strong><A NAME="00397" HREF="msg00397.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Tue 05 May 1998, 14:00 GMT
<UL>
<LI><strong><A NAME="00400" HREF="msg00400.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 05 May 1998, 15:21 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00416" HREF="msg00416.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 06 May 1998, 05:33 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00297" HREF="msg00297.html">[MUD-Dev] Monthly FAQ Posting</A></strong>,
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Fri 01 May 1998, 17:11 GMT
</UL></BLOCKQUOTE>
</ul>
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