[MUD-Dev] Persistent Worlds

John Buehler johnbue at msn.com
Sat Feb 17 12:07:17 CET 2001


Scion Altera writes:

> All that in mind, I think the increased number of troublemakers on
> MUDs in comparison to those at theme parks is due to the internet's
> inability to impose real life consequences, and not to the level of
> immersion provided by the means of amusement.

I'm very aware of the problems that you're talking about.  The
amusement park idea is not intended to solve the issue of grief
players.  It is intended to push the middle of the bell curve away
from the grief side by one incremental step.  Even if I have the
ability to know who a given player is and to effectively ban them,
they can still cause grief in my world until the point that they are
banned.  Banning, like jail, is not an effective way to deal with
grief citizens.  They have to be encouraged from the start to never
consider grief as a viable outlet.  The adventure park idea attempts
to leverage most people's expectations of a real world park instead of
trying to rely on a transition of expectations from a single player
game.  The adventure park presentation is superior, in my opinion, to
that of the 'game' presentation.

Just one more thing to think about.

JB

_______________________________________________
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