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RE: [MUD-Dev] Gender and Mud Development
> -----Original Message-----
> From: J C Lawrence [mailto:claw#varesearch,com]
> Sent: Wednesday, June 09, 1999 10:44 PM
> To: mud-dev#kanga,nu
> Subject: Re: [MUD-Dev] Gender and Mud Development
>
> I question whether the life-span on testosteronal MUDs is not
> ncessarily short,
My belief is that one reason why there are so many fairly similar hack n
slash ones is that many of the hack n slash types move on from mud to mud
when they master a given one. The ladder of achievement is exhausted, and
the game doesn't evolve into different modes of gameplay as you advance in
it--it remains just kill-the-foozle.
> and whether the attraction of less brutal games
> (with the resultant lack of economic inflation problems) is not due
> in a large part to the fact that the game itself can remain (or be
> predicted to remain, which is an equally if not more sensitive and
> important player perception) interesting for far longer.
Yes, except that it has no initial hook, which may present a problem. A lot
of the less brutal games out there now have real trouble giving an immediate
goal for players that is clearly understood and easy to achieve (like, say,
kill-the-foozle).
> Short and long term goals...
I hammer on this point: support MULTIPLE goals...
-Raph
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MUD-Dev maillist - MUD-Dev#kanga,nu
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- Thread context:
- RE: [MUD-Dev] Gender and Mud Development,
Koster, Raph rkoster#origin,ea.com, Tue 08 Jun 1999, 22:56 GMT
- RE: [MUD-Dev] AOL lawsuit (was text parsing),
Koster, Raph rkoster#origin,ea.com, Tue 08 Jun 1999, 22:54 GMT
- [MUD-Dev] Average play time?,
Timothy O'Neill Dang timothy#nmia,com, Tue 08 Jun 1999, 21:02 GMT
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