MUD-Dev
mailing list archive
[ Other Periods
| Other mailing lists
| Search
]
Date:
[ Previous
| Next
]
Thread:
[ Previous
| Next
]
Index:
[ Author
| Date
| Thread
]
[MUD-Dev] Re: Laws of Online World Design
On 10 Oct 98, Koster, Raph wrote:
> A first pass on this project. Please feel free to question, debate, add,
> etc. Only try to do it in pithy little statements. ;) Many thanks to all
> those who helped with some of these laws, too.
Here's a few:
As a virtual world's "realism" increases, the pool of possible
character actions increase.
The opportunities for exploitation and subversion are directly
proportional to the pool size of possible character actions.
A bored player is a potential and willing subversive.
Players will eventually find the shortest path to the cheese.
--
--/*\ Jon A. Lambert - TychoMUD Internet:jlsysinc#ix,netcom.com /*\--
--/*\ Mud Server Developer's Page <http://www.netcom.com/~jlsysinc> /*\--
--/*\ "Everything that deceives may be said to enchant" - Plato /*\--
- Thread context:
- [MUD-Dev] Monthly FAQ Posting,
Ling K.L.Lo-94#student,lboro.ac.uk, Sun 11 Oct 1998, 16:15 GMT
- [MUD-Dev] Laws of Online World Design,
Koster, Raph rkoster#origin,ea.com, Sat 10 Oct 1998, 17:54 GMT
- [MUD-Dev] Re: Laws of Online World Design,
Jon A. Lambert jlsysinc#ix,netcom.com, Sun 11 Oct 1998, 04:30 GMT
- [MUD-Dev] Re: Laws of Online World Design,
Ling K.L.Lo-94#student,lboro.ac.uk, Sun 11 Oct 1998, 17:21 GMT
- [MUD-Dev] Re: Laws of Online World Design,
Darrin Hyrup shades#mythicgames,com, Tue 13 Oct 1998, 02:12 GMT
[ Other Periods
| Other mailing lists
| Search
]