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<H1>Re: [MUD-Dev] Gender and Mud Development (drifting off topic again)</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Gender and Mud Development (drifting off topic again) </LI>
<LI><em>From</em>: "S. Patrick Gallaty" &lt;<A HREF="mailto:choke#sirius,com">choke#sirius,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 10 Jun 1999 08:38:28 -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>


-----Original Message-----
From: Marc Bowden &lt;ryumo#merit,edu&gt;
To: mud-dev#kanga,nu &lt;mud-dev#kanga,nu&gt;
Date: Thursday, 10 June, 1999 05:06
Subject: Re: [MUD-Dev] Gender and Mud Development (back on topic, some)

&gt;
&gt;  Also a reasonably good arguement for only taking on creators or
&gt;cast members who have some decent experience as players.

[...]

But from muds even, I've learned that it's a rare and cherished mind that
can think of the play experience and yet be removed from it enough to design
a game/world/area around it.  Those people are storytellers of an intricate
kind, who know from their own play what players are going to peek at and
twist and explore so they put content in which when discovered gives the
player a decisive sense of rich detail.
Not even all good players can be imaginative game makers.  I've often
wondered (as probably have those here who try to hire game makers) if I
could quantify it and identify it.  I've sure as heck seen a lot of mediocre
designers.  Their stories once you are all done, are just not engaging.

ObGender:
I have often felt on muds that I appreciated what the female designers
contributed, as it was not always 'kill the foozle', even when the female
designer was in my opinion not a gifted game designer.





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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00705" HREF="msg00705.html">Re: [MUD-Dev] Game construction and a big mistake</A></strong>, 
Willowreed <a href="mailto:Willowreed#aol,com">Willowreed#aol,com</a>, Thu 10 Jun 1999, 17:31 GMT
<UL>
<LI><strong><A NAME="00707" HREF="msg00707.html">Re: [MUD-Dev] Game construction and a big mistake</A></strong>, 
Jo Dillon <a href="mailto:emily#thelonious,new.ox.ac.uk">emily#thelonious,new.ox.ac.uk</a>, Thu 10 Jun 1999, 18:05 GMT
</LI>
<LI><strong><A NAME="00797" HREF="msg00797.html">Re: [MUD-Dev] Game construction and a big mistake</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Sun 13 Jun 1999, 18:35 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00711" HREF="msg00711.html">RE: [MUD-Dev] Game construction and a big mistake</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 10 Jun 1999, 19:29 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00703" HREF="msg00703.html">Re: [MUD-Dev] Gender and Mud Development (drifting off topic again)</A></strong>, 
S. Patrick Gallaty <a href="mailto:choke#sirius,com">choke#sirius,com</a>, Thu 10 Jun 1999, 16:14 GMT
<LI><strong><A NAME="00691" HREF="msg00691.html">[MUD-Dev] Laws of Online World Design (was: realism)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 10 Jun 1999, 14:46 GMT
<LI><strong><A NAME="00677" HREF="msg00677.html">[MUD-Dev] Client-Server vs. Peer-to-Peer -- Implementing DIS on the Internet</A></strong>, 
claw <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 10 Jun 1999, 05:40 GMT
<UL>
<LI><strong><A NAME="00686" HREF="msg00686.html">Re: [MUD-Dev] Client-Server vs. Peer-to-Peer -- Implementing DIS onthe Internet</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Thu 10 Jun 1999, 07:31 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] Re: MUD-Dev digest, Vol 1 #93 - 27 msgs</A></strong>, 
Dr. Cat <a href="mailto:cat#oldzoom,bga.com">cat#oldzoom,bga.com</a>, Thu 10 Jun 1999, 04:48 GMT
</LI>
</UL></BLOCKQUOTE>

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