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<H1>[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 4 May 1998 15:07:37 -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" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Monday, May 04, 1998 3:32 PM Marian Griffith 
[SMTP:gryphon#iaehv,nl] wrote:
&gt;Raph said:
&gt; &gt; Most muds, even those oriented towards play spaces, haven't tended 
to
&gt; &gt; give a very wide scope for play. The most complete play spaces, 
such
&gt; &gt; as MUSHes, have such a high barrier of entry for true "play" 
("let's
&gt; &gt; make TinyTim's clock!" "Sure! Let me just pull up my custom 
softcode
&gt; &gt; editor with integrated debugger!") that they are self-limiting...

&gt; Actually I have to disagree with this.  PernMush (being the mush I 
am
&gt; most familiar with) and other similarly themed mushes actually have 
a
&gt; very low entry level.

For roleplay, yes? But a very high set of barriers, as I recall, 
before you can do any building (which is also play). (It's been a 
while since I visited PernMUSH, so I could be out of date).

&gt; And what barrier there isn't a thing to do with
&gt; code and everything with getting to know people.  I have become 
 very
&gt; good at volunteering other people to help me with the little coding 
I
&gt; needed, but then I am famous for being unable even to program the 
VCR
&gt; so perhaps I am excused from any coding chores by my friends ;)

What I was referring to was giving the *full scope* of play--so, if 
most people are satisfied by just the roleplay, great... but the 
building/softcode part of the play that MUSH code offers is usually 
restricted--and it's a form of play that is very appealing. (In fact, 
it was the ONLY form of play Alphaworld really offered beyond 
talking).

It's worth noting that the roleplay part of a mud isn't really a mud 
feature, because you don't need a mud to do it. The mud merely offers 
a context. The avenues for play the mud offers are actually its 
communications capabilities and its building capabilities.

&gt; And here you may run into
&gt; the gender bias that you mentioned at the beginning of your post. 
 If
&gt; I am excused to be overly generalistic. The young males generally 
en-
&gt; joy the competitive game oriented games  over the play oriented 
ones.
&gt; And the women who would prefer the play oriented games  are not 
found
&gt; in as great numbers on the internet looking for games.

Gender differences are very real in terms of audience... I wouldn't be 
surprised to hear that Dr Cat's project has a huge proportion of 
female players.

&gt; Perhaps if you
&gt; broaden your definition of 'game' to include talkers  you arrive at 
a
&gt; significantly different distribution between the two types of game.

By Bettelheim's definition, a talker would indeed be "play."

-Raph


-- 
MUD-Dev: Advancing an unrealised future.

</PRE>

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<ul compact><li><em>From:</em> "Dr. Cat" &lt;cat#bga,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00368" HREF="msg00368.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 04 May 1998, 13:23 GMT
</LI>
<LI><strong><A NAME="00429" HREF="msg00429.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 06 May 1998, 18:57 GMT
</LI>
<LI><strong><A NAME="00356" HREF="msg00356.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 May 1998, 08:29 GMT
<UL>
<LI><strong><A NAME="00367" HREF="msg00367.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Mon 04 May 1998, 13:14 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00371" HREF="msg00371.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 04 May 1998, 13:39 GMT
<UL>
<LI><strong><A NAME="00397" HREF="msg00397.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Tue 05 May 1998, 14:00 GMT
<UL>
<LI><strong><A NAME="00400" HREF="msg00400.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 05 May 1998, 15:21 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00416" HREF="msg00416.html">[MUD-Dev] Re: (fwd) Re: POLL: Games ruined by bad players (Player killers, tank rushers etc)</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 06 May 1998, 05:33 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00297" HREF="msg00297.html">[MUD-Dev] Monthly FAQ Posting</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Fri 01 May 1998, 17:11 GMT
</UL></BLOCKQUOTE>

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