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[MUD-Dev] Re: Laws of Online World Design
On Fri, 16 Oct 1998, J C Lawrence wrote:
>The latter. Much like RL, a small percentage will actually go an do
>anything notable there. A slightly larger yet still small
>percentage will extend and aggregate intersting net things about
>those new creations. The vast rest of the great unwashed will then
>use those new products -- which is precisely what has happened on
>LambdaMOO.
[snip]
and then again -
>cf LambdaMOO.
so, let me play straight man here. (ironically enough.)
if LambdaMOO is/was such a success, what are you going to do to
top it? that is, if it achieved a critical mass of expressive
fertility, what was yet lacking that you would add?
if it failed at some point, clearly it wasn't in the fecundity
department. (cow-patties galore...) so maybe you have some other
ideals in mind aside from expressive fertility.
James
- Thread context:
- [MUD-Dev] Re: Laws of Online World Design, (continued)
- [MUD-Dev] Re: Laws of Online World Design,
ApplePiMan ApplePiMan#aol,com, Thu 15 Oct 1998, 00:07 GMT
- [MUD-Dev] Re: Laws of Online World Design,
ApplePiMan ApplePiMan#aol,com, Fri 16 Oct 1998, 02:05 GMT
- [MUD-Dev] Re: Laws of Online World Design,
manta manta#pobox,com, Fri 16 Oct 1998, 06:18 GMT
- [MUD-Dev] Re: Laws of Online World Design,
ApplePiMan ApplePiMan#aol,com, Sat 17 Oct 1998, 01:00 GMT
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