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Old 08-25-2002, 10:43 PM   #15
Alexander Tau
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Join Date: Apr 2002
Posts: 101
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OnyxFlame the thing is that some players only care about more and more for themselves, but there are those who care about the entire game, and others, as well.

It is kind of like a Trap that you stock with Bait. The kind of trap, and type of bait you use determine what it catches, if anything. Character PermaDeath has usually be the domain of pure RP Mush-like games where it is real cooperative play. Death has to be agreed to basically.

In the more code-driven styles of MU* some form of return to life is usually adopted by games. The level of loss inflicted varies a lot, and some, like myself, believe time out of play is the proper pain to inflict to make 'death' something to avoid.

Creating a Group project like a MU*, that is open to the public and hopes to have 100 or more players, is a complex tricky thing. Rules and Laws have to deal fairly with the players and Staff and still be effective in preventing abuse. But when applying them each tightening of the controls effectively reduces the overall number of people who will show up to play.

In the golden time of initial creation, many games start with death penalites/styles that are very harsh. But it is not uncommon for those to lessen as experience with the design does not lead to the playerbase, or general play, they were wanting to see. MU* Directors are an odd lot, we want to make the toys, and then have them played with in the way that we desire. On the other hand, as players, we wish to be able to pursue whatever we find enjoyable.

A.T
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