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[MUD-Dev] Re: Character development [was Re: ]
- To: mud-dev#kanga,nu
- Subject: [MUD-Dev] Re: Character development [was Re: ]
- From: J C Lawrence <claw#under,engr.sgi.com>
- Date: Wed, 22 Apr 1998 11:20:30 -0700
- Delivery-date: Wed Apr 22 11:20:54 1998
- Delivery-date: Wed, 22 Apr 1998 11:20:54 -0700
- Envelope-to: claw#kanga,nu
- Reply-To: mud-dev#kanga,nu
- Sender: "Petidomo List Agent,,,," <petidomo#kanga,nu>
On Fri, 17 Apr 1998 07:40:46 PST8PDT
Travis S Casey<efindel#io,com> wrote:
> On Mon, 13 Apr 1998, J C Lawrence wrote:
>> Travis Casey<efindel#polaris,net> wrote:
>>> Now, what *should* a guild be... that's another question. :-)
>>
>> There is a more fundamental question that I raised the last time
>> this area came up:
>>
>> What problem in the game-universe is the guild an attempted
>> solution for?
>
> Does it have to be a solution to a problem?
Umm, yes. The problem may be IC, OOC, emotive, social, cultural,
physical (RL or virtual) etc, but it must remain a "problem" in that
its something whose solution adds to survival (subjective quality of
life is a survival metric if only on the morale count).
> Or, rather, does it have to be a solution to any problem other than
> the fact that humans like to congregate together, and tend to do so
> with those like them?
Positive re-inforcement and all those other tags apply. Group
behaviour is definitely a survival trait, especially in the classical
friends and allies model.
>> Turning this around:
>>
>> If there were no guilds, but everything else in the game was the
>> same, would the players form "guilds" even without any server or
>> hardcoded support? If so, why? What survival threat in the
>> game-world would the players be attempting to mitigate or prevent
>> via guilds?
> Not everything in the game has to revolve around the players -- if
> the NPCs in your world would logically form themselves into groups,
> then those groups should exist, whether or not the players would
> want to join them.
Quite. For logical consistency of course one would presume that those
NPC structures exist due to survival pressures in the NPC's existances.
>> Once you have the answer to that question you can approach
>> designing your guilds in a way that is both acutally useful in your
>> gameworld and doesn't have logical inconsistencies with the rest of
>> the game world.
> I agree... I'm just pointing out that guilds don't have to be a
> solution to any problem that the players have in order to exist, and
> that they don't necessarily have to "solve a problem" in the sense
> of helping survival -- the "problems" they solve may be purely
> social/emotional in nature.
<nod> We agree explicitly -- I'm just using a broader pen than thee.
--
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.
- Thread context:
- Re: [MUD-Dev] Character development [was Re: ], (continued)
- Re: [MUD-Dev] Character development [was Re: ],
Matt Chatterley matt#mpc,dyn.ml.org, Thu 16 Apr 1998, 12:30 GMT
- Re: [MUD-Dev] Character development [was Re: ],
J C Lawrence claw#under,engr.sgi.com, Wed 15 Apr 1998, 16:50 GMT
- Re: [MUD-Dev] Character development [was Re: ],
Matt Chatterley matt#mpc,dyn.ml.org, Thu 16 Apr 1998, 02:07 GMT
- Re: [MUD-Dev] Character development [was Re: ],
Travis S. Casey efindel#io,com, Fri 17 Apr 1998, 14:24 GMT
- RE: [MUD-Dev] Character development [was Re: ],
Koster, Raph rkoster#origin,ea.com, Thu 09 Apr 1998, 17:00 GMT
- RE: [MUD-Dev] Character development [was Re: ],
Koster, Raph rkoster#origin,ea.com, Thu 16 Apr 1998, 22:50 GMT
- Re: [MUD-Dev] Character development [was Re: ],
Alex Bertoglio alexb#internetcds,com, Fri 17 Apr 1998, 04:24 GMT
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