<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: PK and my "Mobless MUD" idea --> <!--X-From-R13: "Ybfgre, Dncu" <exbfgreNbevtva.rn.pbz> --> <!--X-Date: Fri, 4 May 1998 01:18:26 -0700 --> <!--X-Message-Id: c=US%a=_%p=EA%l=MOLACH-980504144650Z-91959#molach,origin.ea.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: PK and my "Mobless MUD" idea</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:rkoster#origin,ea.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00354.html">Previous</a> | <a href="msg00356.html">Next</a> ] Thread: [ <a href="msg00319.html">Previous</a> | <a href="msg00373.html">Next</a> ] Index: [ <A HREF="author.html#00355">Author</A> | <A HREF="#00355">Date</A> | <A HREF="thread.html#00355">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: PK and my "Mobless MUD" idea</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] Re: PK and my "Mobless MUD" idea</LI> <LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></LI> <LI><em>Date</em>: Mon, 4 May 1998 09:46:50 -0500</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" <<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Saturday, May 02, 1998 5:29 AM Marian Griffith [SMTP:gryphon#iaehv,nl] said: >On Fri 01 May, Dr. Cat wrote: > > One of the common complaints (probably about 3th or 4th after free PK) > > I've read in my brief web reading on UOL is that early players managed > > to acquire stats, possessions (eg castles), and positions with some > > ease (due to being there at the beginning) which are no extremely > > difficult to acquire. The complaint is that this temporal inequity is > > somehoe "unfair". >It is only unfair to those who are at the wrong side of the equation. I >frequently found that players who complained about unfairness were never >heard of when they had the advantage. To me the whole discussion about >unfairness allways is suspect and more often than not blatantly hypocri- >tical. [snip] >This is another observation of mine. Players can be told a hundred times >that they are testing a game, and that things are likely to change over- >night yet when that actually happens they are very upset and threaten to >leave. Ah, fairness. :) What fairness really seems to mean is the status quo, in many ways. Sometimes it means an even more elusive beast, the player's IDEA of the status quo. I'm with Marian--when a player screams that something "isn't fair," I approach it with a large degree of skepticism. As a rule of thumb, the average player is seeking to get their own position ahead, and will not have much perspective on the issue as it applies to other players, much less the game as a whole. There's also the curious notion that a virtual world must be "fairer" than the real world, which ties back into the fact that players have higher expectations of virtual society than they do of the real world, on the grounds that they are spending their leisure time on it and therefore it should serve as an escape from the pressures of real life. These expectations manifest is all sorts of ways--I think I have commented before on the players in UO who had the expectation that expended labor would always result in profit, despite the many problems that such an odd idea creates. In the real world, things do change overnight. Hula Hoops fall out of fashion. An amendment to the Constitution creates income tax. Social Secutiry is created. It's not fair that the first settlers to a new continent get all the prime land, either. It's not fair that when a property tax gets instituted, those who buy land after the tax is put in place will have a higher overall expenditure for their land over a given period of time than people who purchased before the tax was in effect... but as designers we have to make changes in systems sometimes, either because a flaw in the system was found (schools aren't getting enough funding, so we need property taxes to provide revenue) or (our prerogative as designers) because we wanna try something different... We're just fortunate that in the online genre, we can actually change it in an existing system rather than making a new game from scratch. >That's the problem you get when there is no real penalty to being a mur- >derer. In fact you can even see it around you where the people with lots >of money get away with things that other people would be punished for. One of my axioms is that there is NEVER a real penalty for being a murderer in a virtual environment. There are only increasing obstacles. In the final analysis, it is not technologically feasible to completely bar someone from your environment. If you have a truly determined jerk, he can and will kill everyone on your mud as many times as he wants. Fortunately, few people are that determined. >The better solution for ultima online would obviously have been not to >make acquiring money and equipment so much harder, but instead to make >keeping it much more difficult. That way the early players had a head >start in the game, as a reward for their supporting the game in the >early days, but every player who joined later has an equal chance of >acquiring the same wealth and status. We ended up doing both. One problem that muds with "rent" have faced for a long time is that players can grow to hate ongoing expenditures or costs associated with "maintenance" of their characters. A classic example is "having to eat" or 'having to rest." Now, these are expenditures of either resources or time, and can be very valuable and interesting strategic elements in gameplay. They are also boring. (Paying bills is boring. Nonetheless that's where most of my salary goes). There's basically two approaches you can take to making keeping money more difficult. Have it be taken away, either passively (the players gives it away for some reason, ideally one tied to maintenance) or actively (the money is stolen by thieves). The one is potentially tedious (or alternatively, potentially an interesting game of resource management) and the other is "not fair!" (or alternatively, an exciting battle against brigands). > > I'm trying to instill a strong sense in the old-timers that > > welcoming and helping new players is one of the most desirable things a > > person could do. The "influence trees" mechanism I plan to put in later > > should do a lot in service of this. > You mean that players gain power from other players who 'follow' them? > That sounds very interesting :) Asheron's Call from Turbine (distributed by Microsoft) is going to make each newbie enter the game as part of an influence tree. Older players then jockey to acquire new players, as that requires keeping them happy somehow. The older players gain standing based on how many players they have as followers. When I read this, I liked it a lot, so I made the power structure in UO's guilds function in a very similar fashion: the leader of the guild is determined via a "fealty tree." However, I've noticed that nonetheless guild leadership tends to remain static, and there are few power struggles. This may be because there is no visual display of rivalries. I'll have to toss one in and see how "threatened" guild leaders start feeling. -Raph -- MUD-Dev: Advancing an unrealised future. </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00373" HREF="msg00373.html">[MUD-Dev] Character maintinence - expenditure of resources</A></strong> <ul compact><li><em>From:</em> Adam Wiggins <adam#angel,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00354.html">[MUD-Dev] Re: Supporting articles found for UOL play style</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00356.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00319.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00373.html">[MUD-Dev] Character maintinence - expenditure of resources</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00355"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00355"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>[MUD-Dev] Re: PK and my "Mobless MUD" idea</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00445" HREF="msg00445.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 06 May 1998, 22:51 GMT <UL> <LI><strong><A NAME="00523" HREF="msg00523.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 12 May 1998, 18:49 GMT <UL> <LI><strong><A NAME="00524" HREF="msg00524.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 12 May 1998, 19:50 GMT </LI> </UL> </LI> </UL> </LI> </ul> </ul> <LI><strong><A NAME="00319" HREF="msg00319.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Sat 02 May 1998, 06:19 GMT </LI> <LI><strong><A NAME="00355" HREF="msg00355.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 May 1998, 08:18 GMT <UL> <LI><strong><A NAME="00373" HREF="msg00373.html">[MUD-Dev] Character maintinence - expenditure of resources</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 04 May 1998, 15:13 GMT <UL> <LI><strong><A NAME="00375" HREF="msg00375.html">[MUD-Dev] Re: Character maintinence - expenditure of resources</A></strong>, Dan Shiovitz <a href="mailto:dbs#cs,wisc.edu">dbs#cs,wisc.edu</a>, Mon 04 May 1998, 16:41 GMT <UL> <LI><strong><A NAME="00380" HREF="msg00380.html">[MUD-Dev] Re: Character maintinence - expenditure of resources</A></strong>, Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 04 May 1998, 19:36 GMT </LI> </UL> </LI> <LI><strong><A NAME="00463" HREF="msg00463.html">[MUD-Dev] Re: Character maintinence - expenditure of resources</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 07 May 1998, 22:36 GMT </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>