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<H1>[MUD-Dev] Re: Character development [was Re: ]</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Character development [was Re: ] </LI>
<LI><em>From</em>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 04 May 1998 18:58:15 -0700</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>

To: rkoster#origin,ea.com
Subject: Re: [MUD-Dev] Character development [was Re: ] 
In-reply-to: &lt;<A HREF="msg00203.html">c=US%a=_%p=EA%l=MOLACH-980416225035Z-52886#molach,origin.ea.com</A>&gt; 
Date: Mon, 20 Apr 1998 12:25:04 -0700
From: J C Lawrence &lt;claw#under,engr.sgi.com&gt;

On Thu, 16 Apr 1998 15:58:11 PST8PDT 
Koster, Raph&lt;rkoster#origin,ea.com&gt; wrote:

&gt; On Tuesday, April 14, 1998 12:25 PM J C Lawrence
&gt; [SMTP:claw#under,engr.sgi.com] said:

&gt;&gt; On Thu, 9 Apr 1998 10:15:30 PST8PDT Koster,
&gt;&gt; Raph&lt;rkoster#origin,ea.com&gt; wrote:

&gt;&gt; How successfully?  Most (all?) of the magazine articles I've read
&gt;&gt; on OU equate it to a graphical DIKU with roadways lined waist-deep
&gt;&gt; with corpses.  You've mentioned here your efforts in pushing a
&gt;&gt; more, err, less DOMM-esque approach by your players.  Success?

&gt; Success is moderate. On the one side, I think equating it to a
&gt; graphical DIKU is really really wrong. A simple glance at the
&gt; feature list will demonstrate that--heck, a simple glance at the
&gt; typical player's activities will demonstrate it. 

&lt;nod&gt;

Yes, I know this.  You know this.  Your average Wired or Upside reader
doesn't know this, which is and was the point.  

&gt; So, their motives are the same ("kill, kill, kill") but to maintain
&gt; their status and abilities, they still need to deal with a much
&gt; wider array of activities.

How to make that *depth* of involvement a known strength of the game,
and in itself an appealing factor for non-kEWLD00dZ??

&gt; As far as how the magazines perceive it--sure, it's still a crude,
&gt; rude, rambunctious, goal-oriented, profane, Doom-minded community,
&gt; on the whole. Changing a public mindset takes a lot more than game
&gt; mechanics.

&lt;kof&gt;  Quite.

&gt;&gt;&gt; Now, level is awfully convenient, and players quickly found
&gt;&gt;&gt; supplements for it, but I find that severing the advancement scale
&gt;&gt;&gt; from character ability works quite well.
&gt;&gt; &lt;nod&gt; Do you have any tales of the form of Habitat's egg or other
&gt;&gt; prized tokens or recognition values that you could relate for UO?

&gt; Ooof. Too many.

Thanks -- this is *EXACTLY* what I wanted.  Outside of recent list
traffic problems, there's a tendency on the list (heck, MUDdom) to
short-circuit and ignore game-depth characteristics which don't happen
in the cloistered world of their favourite r.g.m.*-style MUDs.  While
I don't have the time now to do so properly (trust me to attempt to
start this when I don't have time to do it right), I'd love to see a
lively list thread on just what these added values are and can be.
Tales such as the ones you recounted are invaluable.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...

-- 
MUD-Dev: Advancing an unrealised future.

</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: FW: (Fwd) Bouncing mail</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00520" HREF="msg00520.html">[MUD-Dev] Re: FW: (Fwd) Bouncing mail</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Tue 12 May 1998, 17:28 GMT
<UL>
<LI><strong><A NAME="00596" HREF="msg00596.html">[MUD-Dev] Re: FW: (Fwd) Bouncing mail</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 15 May 1998, 01:30 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00384" HREF="msg00384.html">[MUD-Dev] Re: FW: (Fwd) Bouncing mail</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Mon 04 May 1998, 23:23 GMT
<UL>
<LI><strong><A NAME="00398" HREF="msg00398.html">[MUD-Dev] Re: FW: (Fwd) Bouncing mail</A></strong>, 
Matt Chatterley <a href="mailto:matt#mpc,dyn.ml.org">matt#mpc,dyn.ml.org</a>, Tue 05 May 1998, 14:06 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00377" HREF="msg00377.html">[MUD-Dev] Re: Character development [was Re: ]</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 04 May 1998, 19:30 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00379" HREF="msg00379.html">[MUD-Dev] RE: Character development [was Re: ]</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 04 May 1998, 19:34 GMT
</LI>
<LI><strong><A NAME="00385" HREF="msg00385.html">[MUD-Dev] Re: Character development [was Re: ]</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Mon 04 May 1998, 23:31 GMT
</LI>
<LI><strong><A NAME="00389" HREF="msg00389.html">[MUD-Dev] Re: Character development [was Re: ]</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 05 May 1998, 07:38 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00374" HREF="msg00374.html">[MUD-Dev] Re: Motivations for Creating Mud-Like Worllds and Servers | Was: Re:  whitestar Crossfire MUD</A></strong>, 
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Mon 04 May 1998, 16:37 GMT
</LI>
</UL></BLOCKQUOTE>

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