[MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers

Koster Koster
Thu Sep 3 10:00:36 CEST 1998


> -----Original Message-----
> From: Brandon J. Rickman [mailto:ashes at pc4.zennet.com]
> Sent: Wednesday, September 02, 1998 9:05 PM
> To: mud-dev at kanga.nu
> Subject: [MUD-Dev] Re: UBE/high: Re: FW: UBE/high: Re: W IRED: Kilers
> 
> "Then what are players supposed to do?"
> Become tailors.
> "That isn't any fun."
> Why isn't it fun?
> "Because you can't compete with other players.  It isn't realistic."
> That depends on the type of people playing.
> "No one wants to play that type of game.  People want to do 
> things they
> don't normally do in their everyday lives."

If anything, UO demonstrated that there are thousands of people in the
mass market gaming community who want to play tailors, and tens of
thousands of them who want to craft and build. This seems to have come
as a bit of a shock to those who were saying stuff very much like the
above ("who wants to bake bread in an an online rpg?") before the game
shipped... but it shouldn't have. After all, those activities are
essentially "building" activities (as opposed to "learning" or "getting"
or "destroying" activities, my new favorite way of describing the
activities found in games) and their viability in the mass market was
amply demonstrated by software such as SimCity.

-Raph




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