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[MUD-Dev] Re: Wired, UO, and Internet Gaming (was Re: OT:
From: J C Lawrence <claw#under,engr.sgi.com>
To: mud-dev#kanga,nu <mud-dev#kanga,nu>
Date: Wednesday, May 06, 1998 4:19 PM
>On Sun, 3 May 1998 22:11:04 -0500 (CDT)
>Cat <cat#bga,com> wrote:
>
>> Mike Sellers wrote (and then I hand attributed 'cause my mailer
>> doesn't):
>
>>> I just skimmed Raph's comments on this. I agree with him
>>> wholeheartedly. Amy Jo's article basically got eviscerated by the
>>> editors at Wired.
>
>> That is a shame. Is the text of Amy's original version available
>> anywhere, or would I have to ask her for it?
>
>It would seem not. However I have invited her to the list, but she
>appears buried in her book for now. Perhaps when that's done she
>might be more forthcoming.
>
>> I was a bit surprised to read the bit where it was mentioned that
>> cannibalism was possible in the game. Well I suppose it's one more
>> thing that adds to the roleplaying possibilities for the evil
>> characters. :X)
>
>Cannibalism is necessarily "evil"?
Mostly, just dangerous to your health which is why it is practiced so
rarely and then usually only in ritual situations.
>
>Aside: I've recently coined the term "functional roleplaying" for the
>sort of gaming, which while GoP motivated is heavily tailored to the
>in-game reality. There's no thee's and thou's, or even pretension of
>IC/OOC seperation, but an awful lot of attention is spent by the
>player in working his character thru the game realities rules as it
>controls and affects his character.
An excellent term. Learning what "works" in a game universe is essentially
roleplaying. The role might not fit into a traditional mold, but it is a
role none the less.
>Examples would enclude
>negotiation of reputation and influence systems, votes, political
>systems, clans and guilds and other similar structures, etc.
>Appearance is not the key. Function is.
What grows out of these interactions is the kind of roleplaying that many
people on this list advocate. Give a world enough time and you will see
roleplaying emerge as kind of a "last frontier".
>
>Ling: Might be a good tag to add to the FAQ.
While you are at it, definitions of the following would help the terminally
clueless, like myself:
-- Honourary Member of Clan McFud
-- Teamer's Avenging Monolith...
I tried searching the archvies but you can imagine what happened.
>
>--
>J C Lawrence Internet: claw#null,net
>(Contractor) Internet: coder#ibm,net
>---------(*) Internet: claw#under,engr.sgi.com
>...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
>
>--
>MUD-Dev: Advancing an unrealised future.
John Bertoglio
>
--
MUD-Dev: Advancing an unrealised future.
- Thread context:
- [MUD-Dev] Re: Motivations for Creating Mud-Like Worlds and Servers, (continued)
- [MUD-Dev] Asheron's Call Interview with Toby Ragaini, Lead Designer, and Jon Grande, Product Planner.,
J C Lawrence claw#under,engr.sgi.com, Mon 04 May 1998, 13:01 GMT
- [MUD-Dev] Preview of Asheron's Call,
J C Lawrence claw#under,engr.sgi.com, Mon 04 May 1998, 12:56 GMT
- [MUD-Dev] Re: Wired, UO, and Internet Gaming (was Re: OT:,
Koster, Raph rkoster#origin,ea.com, Mon 04 May 1998, 07:47 GMT
- [MUD-Dev] Re: Wired, UO, and Internet Gaming (was Re: OT: Birth announcement ),
John Bertoglio alexb#internetcds,com, Sun 03 May 1998, 13:39 GMT
- [MUD-Dev] LIST: The "MUD-DEV" MUD Development mailing list,
J C Lawrence claw#greek,kanga.nu, Sun 03 May 1998, 12:56 GMT
- [MUD-Dev] Re: Some thoughts on languages and users - was: Ma,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Sat 02 May 1998, 17:17 GMT
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