![]() |
#21 |
Legend
Join Date: Apr 2002
Name: Richard
Home MUD: God Wars II
Posts: 2,052
![]() ![]() |
I'd certainly consider Guild Wars a mud, and possibly Diablo2 and CounterStrike. However the same argument could be made about most of the big graphical muds - how many of them have a strong administrative presence within the mud? How often does a god appear in World of Warcraft to blast you with lightning because you unfairly killed another player? How many times can I insult someone on EverQuest before one of the staff "silences" me?
Given that I already clarified earlier in the thread that "By "pretty much runs itself" I'm talking specifically about a mud that requires little in the way of an administrative presence within the mud", it seems apparent that the straw-man isn't mine. The opinion I stated was that a well-designed mud can be operated with "little in the way of an administrative presence within the mud". I did not say that such a mud "doesn't include non-development support staff". I am talking about explicitly about the roles of administrative staff within the game itself. |
![]() |
![]() |
![]() |
#22 |
Legend
Join Date: Sep 2002
Location: Mill Valley, California
Posts: 2,305
![]() |
Kavir wrote:
<i> However the same argument could be made about most of the big graphical muds - how many of them have a strong administrative presence within the mud? How often does a god appear in World of Warcraft to blast you with lightning because you unfairly killed another player? How many times can I insult someone on EverQuest before one of the staff "silences" me? </i> You do realize that, for instance, World of Warcraft has thousands of non-development support staff working in-world, right? Yes, and I agreed it can be done, providing one of your goals isn't to have many players. --matt |
![]() |
![]() |
![]() |
#23 |
Member
Join Date: Apr 2006
Posts: 42
![]() |
|
![]() |
![]() |
![]() |
#24 |
New Member
Join Date: Aug 2005
Location: VAncouver, BC, CAnada
Posts: 23
![]() |
|
![]() |
![]() |