[MUD-Dev] MUD Coding Staff Structure

Steven Kaskinen kaskins at malkav.com
Wed Sep 13 17:58:32 CEST 2000


> -----Original Message-----
> From: Matthew Mihaly [mailto:the_logos at achaea.com]
> Sent: Tuesday, September 12, 2000 1:37 PM
>
> Hear hear. I don't see why people insist on calling big 
> graphical games
> something other than muds anyway. Same thing, just bigger scale.

Very similar...but the larger scale of player base does indeed change some
things.

Having a larger player base means a more dynamic player interaction...hence
player balance between the different player types is more difficult to
achieve...if even possible at all.

Larger scale means less of a sense of community.

Don't believe it?  Then explain to me that an urban area has the same sense
of community as a rural area.  That Cities are no different than Town except
the fact that they have more people.

While I certainly agree with the orginal point that giving out
Guides/Wizards/etc powers out willy nilly is damaging no matter the scale of
the game.

The point that MUDs and MMOGs are the exact same animal can't be made in my
opinion.

Steve



_______________________________________________
MUD-Dev mailing list
MUD-Dev at kanga.nu
https://www.kanga.nu/lists/listinfo/mud-dev



More information about the mud-dev-archive mailing list