[MUD-Dev] Differentiation and The Marketing of MUDs [was R& D]

Caliban Tiresias Darklock caliban at darklock.com
Wed Jun 12 19:26:48 CEST 2002


From: "Koster, Raph" <rkoster at soe.sony.com>

> it came out at a time that the world was calling RPGs dead (before
> Diablo broke the market back open), and it wholeheartedly embraced
> randomly generated content, promising a living world.

So, effectively, you're saying that a proof-of-concept that changes
the field is a better loyalty-builder than a slick piece of work
that rehashes the same old crap?

Hm. Interesting. I'll need to think on that.

> PS, the diehards turned out to be right about Morrowind--it IS
> great. In fact, I'll say outright that it is the most MUDlike
> single player game I have ever played. :)

I am currently trying like hell to come up with the requisite cash
to upgrade my system so it can *run* Morrowind. (I've waited all
this time for Bethesda to come out with it because I kinda-sorta
know a couple of the developers. Well, I met them once at a
convention, anyway.) That game has some serious requirements.

Speaking of "getting into games because of the development team",
not since the release of Tony Hawk's Pro Skater have I been as
excited about a game as I am about SWG. I never thought I'd find a
graphical MMORPG interesting, as evidenced by my "text is not dead"
mantra, but I also never thought you and Rich would work together. I
watched it somewhat dubiously at first, but after the response from
E3 I couldn't help but preorder. ;)


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