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<H1>[MUD-Dev] Re: what's fun?</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: what's fun? </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>: Wed, 01 Jul 1998 10:11:19 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Sun, 28 Jun 1998 06:19:23 -0400 
Richard Bartle&lt;76703.3042#compuserve,com&gt; wrote:

&gt; On Fri, 26 Jun 1998 14:21:52 -0700 J C Lawrence
&gt; &lt;claw#under,engr.sgi.com&gt; Wrote:
 
&gt;&gt; Mike Sellers&lt;mike#bignetwork,com&gt; wrote:

&gt;&gt;&gt; Does it all come back to Bartle's suits?

&gt;&gt; Nahh, that merely attempts to classify goals.
 
&gt; Excuse me? Less of the "merely", please...  

At the level of the discussion, that of defining "what is fun", my
comment would seem accurate.  

&gt; That paper attempts to get MUD designers (among others) to think
&gt; about player dynamics rather than going in blindly. Furthermore, it
&gt; proffers advice as to how to adjust these dynamics. You may disagree
&gt; with any or all of it, but it doesn't "merely" attempt to classify
&gt; goals.

Yes, your paper does do more than merely classify goals, however those 
extra values don't seem pertinent to an attempt to define "fun" on a
MUD level.  They are pertinent as you say to building a "fun" game,
just not to defining "fun" itself.

Its a question of focus.
 
-- 
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...


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Databases: was Re: skill system</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00326" HREF="msg00326.html">[MUD-Dev] Re: Databases: was Re: skill system</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 24 Jul 1998, 00:25 GMT
</LI>
</ul>
<LI><strong><A NAME="00093" HREF="msg00093.html">[MUD-Dev] Re: Databases: was Re: skill system</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Wed 08 Jul 1998, 20:06 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00008" HREF="msg00008.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 01 Jul 1998, 19:39 GMT
<UL>
<LI><strong><A NAME="00027" HREF="msg00027.html">[MUD-Dev] Re: Levelless MUDs</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Thu 02 Jul 1998, 00:32 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00003" HREF="msg00003.html">[MUD-Dev] Re: what's fun?</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 17:12 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00046" HREF="msg00046.html">[MUD-Dev] Re: what's fun?</A></strong>, 
Richard Bartle <a href="mailto:76703.3042#compuserve,com">76703.3042#compuserve,com</a>, Fri 03 Jul 1998, 07:58 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00000" HREF="msg00000.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Wed 01 Jul 1998, 16:01 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00001" HREF="msg00001.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 01 Jul 1998, 16:57 GMT
</LI>
<LI><strong><A NAME="00002" HREF="msg00002.html">[MUD-Dev] Re: WIRED: Kilers have more fun</A></strong>, 
Mike Sellers <a href="mailto:mike#bignetwork,com">mike#bignetwork,com</a>, Wed 01 Jul 1998, 17:07 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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