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<H1>[MUD-Dev] Re: darkness/visibility</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: darkness/visibility</LI>
<LI><em>From</em>: Holly Sommer &lt;<A HREF="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</A>&gt;</LI>
<LI><em>Date</em>: Fri, 12 Jun 1998 10:51:35 -0500 (CDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
(Bah, original poster's name got snipped)

On Fri, 12 Jun 1998, Andrew C.M. McClintock wrote:

&gt; &gt; strycher#toast,net wrote:
&gt; &gt;&lt;snip&gt;
&gt; &gt;
&gt; &gt;&gt;Why get more complex, unless you really have something specific in 
&gt; &gt;&gt;mind to gain?

This is something I think gets overlooked FAR too often, when developing. 
It's one thing to slow a player down so that they don't advance "too 
quickly" (whatever your definition of that is), but it's entirely 
another, to introduce "busy work" into the game - unless, of course, this 
is part of the foundation of your game. But then, how many people like 
spending their free time doing busy work? :)

-Holly


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<li><strong><A NAME="00998" HREF="msg00998.html">[MUD-Dev] Re: darkness/visibility</A></strong>
<ul compact><li><em>From:</em> Richard Woolcock &lt;KaVir#dial,pipex.com&gt;</li></ul>
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<UL><LI><EM>From:</EM> "Andrew C.M. McClintock" &lt;andrewm#tiger,hsc.edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: darkness/visibility</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="01004" HREF="msg01004.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Fri 12 Jun 1998, 20:42 GMT
</LI>
<LI><strong><A NAME="01015" HREF="msg01015.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Sat 13 Jun 1998, 03:09 GMT
</LI>
</ul>
<LI><strong><A NAME="00995" HREF="msg00995.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Benjamin D. Wiechel <a href="mailto:strycher#toast,net">strycher#toast,net</a>, Fri 12 Jun 1998, 15:20 GMT
<UL>
<LI><strong><A NAME="00996" HREF="msg00996.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Andrew C.M. McClintock <a href="mailto:andrewm#tiger,hsc.edu">andrewm#tiger,hsc.edu</a>, Fri 12 Jun 1998, 15:39 GMT
<UL>
<LI><strong><A NAME="00997" HREF="msg00997.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Fri 12 Jun 1998, 15:56 GMT
<UL>
<LI><strong><A NAME="00998" HREF="msg00998.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Fri 12 Jun 1998, 16:18 GMT
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</UL>
</LI>
<LI><strong><A NAME="00999" HREF="msg00999.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Benjamin D. Wiechel <a href="mailto:strycher#toast,net">strycher#toast,net</a>, Fri 12 Jun 1998, 16:25 GMT
<UL>
<LI><strong><A NAME="01169" HREF="msg01169.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 22 Jun 1998, 23:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01000" HREF="msg01000.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Michael.Willey <a href="mailto:Michael.Willey#abnamro,com">Michael.Willey#abnamro,com</a>, Fri 12 Jun 1998, 16:25 GMT
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</ul>
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</UL></BLOCKQUOTE>

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