On Thu, 25 Sep 1997, Cris Jacobin wrote: -+ A DikuMud is a game, not a simulation. Some people just don't -+seem to understand that. Lean too far toward the 'realism' side of the -+equation, and it's less of a game. (ie. less fun) Not necessarily. Such a black & white, binary view of a complex topic like this is bound to ignore all the complexities of what makes a MUD fun or boring or a piece of shit. A simulation can be a game, and a game can be a simulation. That doesn't mean that all simulations are games, or all games are simulations. In the case of DIKU and subsequently, (stock) Circle, it is far closer to being a game than anything else. A game, however, can be quite pleasing even with realism. Point in case for fans of video-games: Goldeneye. Very realistic in some things, and that makes it all that much more fun (to see guys drop dead depending upon where you shoot them is cool, anyway). My point is simply this: you can add a lot of realism to the game and not only keep the fun factor the same, but actually increase it. It all depends upon how your player's (not you) define fun; but in the case of muds (and indeed most games), challenge is one aspect of what makes the game fun (not to the point where you frustrate your players into leaving; a little, initial frustration at a new challenge won't kill you or them, as long as they can eventually overcome and they know that they can). If a bit of realism adds some challenge, then it might be a good thing. Involving a bit of thought in playing muds is one of my main goals. At present, all a player needs to do is figure out a pattern, and then stay on that pattern. In real life, one cannot form these types of patterns, and that's what often makes real life exciting, surprising, and different every day. If we did the same thing every day and never had to diverge from that pattern, I'm pretty sure most of us would kill ourselves; or society as a whole would fall apart (remember what happened in Salem during the colonial period? All they did was work and prey, until someone finally went out of the pattern they had set, and it became a big witch hunt). BTW, there's actually a very thick, gaudy-colored line between "realism" and "reality". To conform to reality would put the player in a setting modeled (exactly) after a setting in reality; with real world physics; and real world happenings. Such a mud is not only impossible at present, but would be boring for the majority of people (unless they live really exciting lives, and then, why would they need to play a mud? and actually, if you played a mud modeled after real life, would you then be playing a mud inside the mud, and so forth? <g> It's a paradox!). Realism is something that reflects reality, in a particular way. It doesn't necessarily have to be a clone of *reality*, just an aspect of it, perhaps even taken out of context to perform a completely different function in the mud world. In other words, just because you want *realism*, doesn't mean you want reality. -- Daniel Koepke -:- dkoepke@california.com -:- [Shadowlord/Nether] Think. +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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