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Re: [MUD-Dev] Hard Sci-fi muds was Character evolution
[Brandon R:]
:So tell me again why you are keeping track of an uninteresting place
:where no one ever goes?
Well, all of the real world was essentially "uninteresting" at some
point - i.e. the interesting things in it hadn't been discovered yet.
A lot of what makes an area interesting are the things that players
and builders have done to it. Someone looking to start from scratch
will *want* to go out into an "uninteresting" area. If there are enough
in-game mechanisms available, then you don't even have to be an official
"builder" to do it - just take you trusty axe and some other tools, and
go build yourself a cabin in the woods. Perhaps others will join you,
and you can create a new town.
Requires lots of in-game support systems, but if they are there, then
there *are* reasons for going to "uninteresting" places.
--
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
- Thread context:
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution, (continued)
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 18 Sep 1997, 06:02 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 18 Sep 1997, 06:03 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Thu 18 Sep 1997, 14:46 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brandon J. Rickman ashes#pc4,zennet.com, Fri 19 Sep 1997, 00:16 GMT
- Re: [MUD-Dev] Hard Sci-fi muds was Character evolution,
Brandon J. Rickman ashes#pc4,zennet.com, Mon 22 Sep 1997, 06:51 GMT
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