[MUD-Dev] trade skill idea

Matthew Mihaly the_logos at achaea.com
Wed Oct 4 20:51:10 CEST 2000


On Wed, 4 Oct 2000, Koster, Raph wrote:

> 
> 
> > -----Original Message-----
> > From: mud-dev-admin at kanga.nu 
> > [mailto:mud-dev-admin at kanga.nu]On Behalf Of
> > Josh Olson
> > Sent: Tuesday, October 03, 2000 5:15 PM
> > To: mud-dev at kanga.nu
> > Subject: Re: [MUD-Dev] trade skill idea
> > 
> > 
> > ----- Original Message -----
> > From: "msew" <msew at ev1.net>
> > > Someone should be able to be a bread maker and have JUST as 
> > much fun in
> > the
> > > game world as the mighty warrior that fights against the hordes of
> > monsters
> > > out there.
> > 
> > Why?  Do you know anyone who makes bread all day, every day 
> > for the sheer
> > thrill of it?  Most breadmakers in the real world make bread 
> > for money, not
> > for their own amusement.
> > 
> > IMO, it's not the trade skill itself that's fun; it's what 
> > you do with the product. 
> 
> Tell that to everyone who bought SimCity, The Sims, Rollercoaster Tycoon, or
> any of the many other similar products. These don't even HAVE a product
> marketing phase after the building phase of the game. It's ONLY about the
> building. The desire to build is what crafting satisfies. You wouldn't say
> that "building areas isn't fun, it's only what you do with the area
> afterwards" would you?

But notice that in none of the games you mentioned does anyone spend their
days doing one thing, ie making bread.
--matt




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