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Re: [MUD-Dev] Game Economies
Koster, Raph (rkoster#origin,ea.com) spake thusly:
> I've usually stated this as "muds are in large part about preventing normal
> social progress." You don't WANT players to advance socially TOO far because
> the end result of advancement as a civilization is peace, prosperity, high
> living standards, and (in a game sense) boredom.
Hmm. It seems to me you can have civilisations that advance very slowly
- mediaeval economies, say, which took hundreds of years to improve
in prosperity. And if it's happening too fast introduce a war or two.
A decent one like the Thirty Years' War in Germany will bring down
everything except boredom levels ;)
--
Jo
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- Thread context:
- Re: [MUD-Dev] Game Economies, (continued)
- RE: [MUD-Dev] Game Economies,
Hans-Henrik Staerfeldt hhs#cbs,dtu.dk, Thu 10 Jun 1999, 15:26 GMT
- Re: [MUD-Dev] Game Economies,
Jo Dillon emily#thelonious,new.ox.ac.uk, Thu 10 Jun 1999, 15:27 GMT
- Re: [MUD-Dev] Game Economies,
Timothy O'Neill Dang timothy#nmia,com, Thu 17 Jun 1999, 15:38 GMT
- Re: [MUD-Dev] Game Economies,
J C Lawrence claw#varesearch,com, Thu 10 Jun 1999, 03:13 GMT
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