Lovecraft wrote:
> Authoritarianism
> kills fun for the common man.
This may, at first, sound off topic, but bear with me...
The statement "Authoritarianism kills fun for the common man." is a dangerous one. People who have grown up in western democracies are often want to associate freedom with the ability to choose. The assumption is that people can enjoy themselves more if they are free to pursue whatever it is they want to do. There exists, however, a very strong argument to the contrary - i.e., people are only free when they are free from the burden of choice. Now, this statement may seem preposterous, but follow it through. Who has more freedom - (a) a person who has to decide for themselves, at every moment, and without a referential framework, what course of action is best, or (b) a person who does not have to concern themselves with what is right or wrong, and is able to pursue their own interests within a framework that facilitates their decision making? Who has more freedom, an assembly line worker who always knows, without a doubt, what is expected of them at every moment, or a plant manager who has to make decisions that could have significant repercussions? Who has more freedom, a person who is handed their food at suppertime, or a person who has to decide what to make for themselves? Who has more free time to enjoy themselves?
(This is a different argument than the "freedom to" vs. "freedom from" debate. That one centers more upon civil rights - i.e., do I have the right to be free from your influence, or free to act as I chose.)
Now the reason I believe this is relevant to MUD development is because it provides a counter balance to the impulse to let the players assume control. It is a very valid argument to say that the game belongs to the players, not the designers, and therefore the decision making power should rest with the former group. At the same time, however, it is a game - or at least a leisure time activity - and people come to MUDs to enjoy themselves. And, in accordance with the argument illustrated above, enjoyment does not necessarily derive from the ability to do whatever you want. A certain amount of restriction can actually add to the fun, in that it frees the players from having to decide if something is right or wrong before they do it. They can just act, without having to think about how to act. As with any system, however, I believe the best solution is one that accommodates both desires. Let those players who want control be allowed to choose, but don't force it upon those players (I would argue the majority of players, at least in a large-scale commercial MUD) who just want to play.
Cheers,
Geoffrey
- Re: [MUD-Dev] Community Relations, (continued)
- Re: [MUD-Dev] Community Relations, Lovecraft dave#darkages,com, Thu 03 Feb 2000, 04:03 GMT
- Re: [MUD-Dev] Community Relations, Jon A. Lambert jlsysinc#ix,netcom.com, Thu 03 Feb 2000, 05:07 GMT
- Re: [MUD-Dev] Community Relations, Jon A. Lambert jlsysinc#ix,netcom.com, Thu 03 Feb 2000, 05:30 GMT
- Re: [MUD-Dev] Community Relations, Lovecraft dave#darkages,com, Thu 03 Feb 2000, 07:43 GMT
- RE: [MUD-Dev] Community Relations, Geoffrey A. MacDougall geoffrey#poptronik,com, Thu 03 Feb 2000, 17:18 GMT
- RE: [MUD-Dev] Community Relations, Matthew Mihaly diablo#best,com, Thu 03 Feb 2000, 20:58 GMT
- Re: [MUD-Dev] Community Relations, Jon A. Lambert jlsysinc#ix,netcom.com, Tue 08 Feb 2000, 19:07 GMT
- [MUD-Dev] Question about multithreaded servers, Fabian Lemke lemkef#execpc,com, Fri 14 Jan 2000, 18:38 GMT
- Re: [MUD-Dev] Question about multithreaded servers, AR Schleicher ars#iag,net, Fri 14 Jan 2000, 21:48 GMT