January 2000
- JavaWorld: Build an object database J C Lawrence
- Muq update Cynbe ru Taren
- New link support J C Lawrence
- OS Inspiration Phillip Lenhardt
- OS Inspiration Greg Miller
- Chomsky's recursive theory of grammar J C Lawrence
- concerning tokenization, compilation, performance, and other fun stuff. Nate Cain
- concerning tokenization, compilation, performance, and other fun stuff. cg@ami-cg.GraySage.Edmonton.AB.CA
- concerning tokenization, compilation, performance, and other fun stuff. Joel Dillon
- concerning tokenization, compilation, performance, and other fun stuff. Ola Fosheim Grøstad
- Library submission notification and updates J C Lawrence
- EQ packet sniffer J C Lawrence
- Catalog of Compiler Construction Tools J C Lawrence
- Microthreads for Python J C Lawrence
- For those interested in parsers and compilers J C Lawrence
- EQ packet analyzer is gone? Sellers, Michael
- EQ packet analyzer is gone? J C Lawrence
- EQ packet analyzer is gone? J C Lawrence
- RFC: Worldforge project Scott Clitheroe
- ScryMUD 2.0.9 released (compiles on Windows (cygwin)) Ben Greear
- Clay Shirky's "Playfulness in 3-D Spaces" J C Lawrence
- Clay Shirky's "Playfulness in 3-D Spaces" Raph & Kristen Koster
- Clay Shirky's "Playfulness in 3-D Spaces" Sellers, Michael
- Clay Shirky's "Playfulness in 3-D Spaces" Nick Shaffner
- Clay Shirky's "Playfulness in 3-D Spaces" Sellers, Michael
- Clay Shirky's "Playfulness in 3-D Spaces" Jeremy Music "Sterling"
- Clay Shirky's "Playfulness in 3-D Spaces" msew
- ShowEQ Ashran
- Hello! F. Randall Farmer
- Hello! Cynbe ru Taren
- Y2K archives J C Lawrence
- An introduction... Geoffrey A. MacDougall
- An introduction... Lovecraft
- Laws website moves Raph & Kristen Koster
- Ok, got some brand new core dumps. J C Lawrence
- player politics (was An introduction...) Sellers, Michael
- player politics (was An introduction...) Ola Fosheim Grøstad
- player politics (was An introduction...) Sellers, Michael
- player politics (was An introduction...) Ola Fosheim Grøstad
- player politics (was An introduction...) J C Lawrence
- player politics (was An introduction...) Sellers, Michael
- A quick business question... Geoffrey A. MacDougall
- A quick business question... Matthew Mihaly
- A quick business question... Darrin Hyrup
- Question about multithreaded servers Fabian Lemke
- Question about multithreaded servers AR Schleicher
- Question about multithreaded servers Nick Shaffner
- Question about multithreaded servers Ola Fosheim Grøstad
- Question about multithreaded servers Fabian
- Question about multithreaded servers Jon A. Lambert
- Question about multithreaded servers J C Lawrence
- Question about multithreaded servers Greg Underwood
- Question about multithreaded servers cg@ami-cg.GraySage.Edmonton.AB.CA
- Question about multithreaded servers J C Lawrence
- Question about multithreaded servers Greg Underwood
- Question about multithreaded servers J C Lawrence
- Question about multithreaded servers Emil Eifrém
- Question about multithreaded servers J C Lawrence
- Community Relations Dundee
- Community Relations Christopher Allen
- Community Relations Matthew Mihaly
- Community Relations Greg Miller
- Community Relations Darrin Hyrup
- Community Relations Dundee
- Community Relations Ola Fosheim Grøstad
- Community Relations Dundee
- Community Relations Ola Fosheim Grøstad
- Community Relations Dundee
- Community Relations Marian Griffith
- Community Relations Koster, Raph
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Matthew Mihaly
- Community Relations Marc Bowden
- Community Relations Eli Stevens {Grey}
- Community Relations Matthew Mihaly
- Community Relations Raph & Kristen Koster
- Community Relations Matthew Mihaly
- Community Relations Koster, Raph
- Community Relations Travis Casey
- Community Relations Ola Fosheim Grøstad
- Community Relations Travis Casey
- Community Relations Ola Fosheim Grøstad
- Community Relations Matthew Mihaly
- Community Relations Rahul Sinha
- Community Relations Matthew Mihaly
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Koster, Raph
- Community Relations Matthew Mihaly
- Community Relations Geoffrey A. MacDougall
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Ola Fosheim Grøstad
- Community Relations Travis S. Casey
- Community Relations Douglas Couch
- Community Relations Dundee
- Community Relations Marian Griffith
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Jon A. Lambert
- Community Relations Matthew Mihaly
- Community Relations Geoffrey A. MacDougall
- Community Relations Matthew Mihaly
- Community Relations Lovecraft
- Community Relations Geoffrey A. MacDougall
- Community Relations Lovecraft
- Community Relations Marian Griffith
- Community Relations Matthew Mihaly
- Community Relations Sellers, Michael
- Community Relations Lovecraft
- Community Relations J C Lawrence
- Community Relations Lovecraft
- Community Relations J C Lawrence
- Community Relations Koster, Raph
- Community Relations Jon A. Lambert
- Community Relations Ola Fosheim Grøstad
- Community Relations Lovecraft
- Community Relations Jon A. Lambert
- Community Relations Lovecraft
- Community Relations Jon A. Lambert
- Community Relations Jon A. Lambert
- Community Relations J C Lawrence
- Community Relations Wes Connell
- Community Relations Marc Bowden
- Community Relations Dundee
- Community Relations J C Lawrence
- Community Relations J C Lawrence
- Community Relations F. Randall Farmer
- Community Relations Dr. Cat
- Community Relations J C Lawrence
- Community Relations Koster, Raph
- Community Relations Geoffrey A. MacDougall
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Lovecraft wrote:
> Authoritarianism
> kills fun for the common man.
This may, at first, sound off topic, but bear with me...
The statement "Authoritarianism kills fun for the common man." is a
dangerous one. People who have grown up in western democracies are often
want to associate freedom with the ability to choose. The assumption is
that people can enjoy themselves more if they are free to pursue whatever it
is they want to do. There exists, however, a very strong argument to the
contrary - i.e., people are only free when they are free from the burden of
choice. Now, this statement may seem preposterous, but follow it through.
Who has more freedom - (a) a person who has to decide for themselves, at
every moment, and without a referential framework, what course of action is
best, or (b) a person who does not have to concern themselves with what is
right or wrong, and is able to pursue their own interests within a framework
that facilitates their decision making? Who has more freedom, an assembly
line worker who always knows, without a doubt, what is expected of them at
every moment, or a plant manager who has to make decisions that could have
significant repercussions? Who has more freedom, a person who is handed
their food at suppertime, or a person who has to decide what to make for
themselves? Who has more free time to enjoy themselves?
(This is a different argument than the "freedom to" vs. "freedom from"
debate. That one centers more upon civil rights - i.e., do I have the right
to be free from your influence, or free to act as I chose.)
Now the reason I believe this is relevant to MUD development is because it
provides a counter balance to the impulse to let the players assume control.
It is a very valid argument to say that the game belongs to the players, not
the designers, and therefore the decision making power should rest with the
former group. At the same time, however, it is a game - or at least a
leisure time activity - and people come to MUDs to enjoy themselves. And,
in accordance with the argument illustrated above, enjoyment does not
necessarily derive from the ability to do whatever you want. A certain
amount of restriction can actually add to the fun, in that it frees the
players from having to decide if something is right or wrong before they do
it. They can just act, without having to think about how to act. As with
any system, however, I believe the best solution is one that accommodates
both desires. Let those players who want control be allowed to choose, but
don't force it upon those players (I would argue the majority of players, at
least in a large-scale commercial MUD) who just want to play.
Cheers,
Geoffrey
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<TITLE>RE: [MUD-Dev] Community Relations</TITLE>
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<P><FONT SIZE=2>Lovecraft wrote:</FONT>
<BR><FONT SIZE=2> </FONT>
<BR><FONT SIZE=2>> Authoritarianism</FONT>
<BR><FONT SIZE=2>> kills fun for the common man.</FONT>
</P>
<P><FONT SIZE=2>This may, at first, sound off topic, but bear with me...</FONT>
</P>
<P><FONT SIZE=2>The statement "Authoritarianism kills fun for the common man." is a dangerous one. People who have grown up in western democracies are often want to associate freedom with the ability to choose. The assumption is that people can enjoy themselves more if they are free to pursue whatever it is they want to do. There exists, however, a very strong argument to the contrary - i.e., people are only free when they are free from the burden of choice. Now, this statement may seem preposterous, but follow it through. Who has more freedom - (a) a person who has to decide for themselves, at every moment, and without a referential framework, what course of action is best, or (b) a person who does not have to concern themselves with what is right or wrong, and is able to pursue their own interests within a framework that facilitates their decision making? Who has more freedom, an assembly line worker who always knows, without a doubt, what is expected of them at every moment, or a plant manager who has to make decisions that could have significant repercussions? Who has more freedom, a person who is handed their food at suppertime, or a person who has to decide what to make for themselves? Who has more free time to enjoy themselves?</FONT></P>
<P><FONT SIZE=2>(This is a different argument than the "freedom to" vs. "freedom from" debate. That one centers more upon civil rights - i.e., do I have the right to be free from your influence, or free to act as I chose.)</FONT></P>
<P><FONT SIZE=2>Now the reason I believe this is relevant to MUD development is because it provides a counter balance to the impulse to let the players assume control. It is a very valid argument to say that the game belongs to the players, not the designers, and therefore the decision making power should rest with the former group. At the same time, however, it is a game - or at least a leisure time activity - and people come to MUDs to enjoy themselves. And, in accordance with the argument illustrated above, enjoyment does not necessarily derive from the ability to do whatever you want. A certain amount of restriction can actually add to the fun, in that it frees the players from having to decide if something is right or wrong before they do it. They can just act, without having to think about how to act. As with any system, however, I believe the best solution is one that accommodates both desires. Let those players who want control be allowed to choose, but don't force it upon those players (I would argue the majority of players, at least in a large-scale commercial MUD) who just want to play.</FONT></P>
<P><FONT SIZE=2>Cheers,</FONT>
</P>
<P><FONT SIZE=2>Geoffrey</FONT>
</P>
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------_=_NextPart_001_01BF6E66.DCA16390-- - Community Relations Matthew Mihaly
- Commercial-use Restrictions on Code Bases (was: help me find 100% fre (fwd) J C Lawrence
- Commercial-use Restrictions on Code Bases (was: help me find 100% fre (fwd) J C Lawrence
- Databases (was Commercial-use Restrictions on Code Bases) Charles Hughes
- Databases (was Commercial-use Restrictions on Code Bases) cg@ami-cg.GraySage.Edmonton.AB.CA
- Databases (was Commercial-use Restrictions on Code Bases) Jon A. Lambert
- Databases (was Commercial-use Restrictions on Code Bases) Jon A. Lambert
- Databases (was Commercial-use Restrictions on Code Bases) J C Lawrence
- Mud-Dev FAQ part I Marian Griffith
- Mud-Dev FAQ part II Marian Griffith
- META: List goals (was OS Inspiration) J C Lawrence
- Valhalla license? CFrancy@aol.com
- Valhalla license? Matthew Mihaly
- Valhalla license? Richard Woolcock
- Planet/Solar System Generation Wes Connell
- Planet/Solar System Generation icecube@ihug.co.nz
- Planet/Solar System Generation Christopher Allen
- Planet/Solar System Generation J C Lawrence
- Planet/Solar System Generation Nolan Darilek
- Planet/Solar System Generation Wes Connell
- Planet/Solar System Generation Richard Woolcock
- How to handle/display partial language skill Joe Kingry
- How to handle/display partial language skill Greg Underwood
- How to handle/display partial language skill Wes Connell
- How to handle/display partial language skill Matt Chatterley
- Signing off... IronWolf
- Simulated Populations phlUID
- Simulated Populations Charles Hughes
- Simulated Populations Vladimir Prelovac
- Simulated Populations phlUID
- Simulated Populations Dundee
- Simulated Populations Wes Connell
- Simulated Populations Nicolai Hansen
- Simulated Populations J C Lawrence
- Simulated Populations J C Lawrence
- Business Licenses CFrancy@aol.com
- Business Licenses Bruce
- Business Licenses J C Lawrence
- [adv-mud] What good is a hero when nobody knows? (fwd) J C Lawrence
- [adv-mud] What good is a hero when nobody knows? (fwd) Matthew Mihaly
- [adv-mud] What good is a hero when nobody knows? (fwd) Wes Connell
- [adv-mud] What good is a hero when nobody knows? (fwd) Matthew Mihaly
- [adv-mud] What good is a hero when nobody knows? (fwd) Erik Jarvi
- Multiply oriented interactive worlds... Justin Rogers
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- [adv-mud] Topic list repost (fwd) J C Lawrence
- [adv-mud] Spellbound Hierarchy and Keys (fwd) J C Lawrence
- [adv-mud] Spellbound Hierarchy and Keys (fwd) J C Lawrence
- [adv-mud] Better Grammer Detection J C Lawrence
- [adv-mud] MUD-Dev vs. adv-mud J C Lawrence
- MUD-Dev vs. adv-mud phlUID
- [adv-mud] What good is a hero when nobody knows? phlUID
- (fwd) Avatarism and Role-Playing Game Design claw@kanga.nu
- Starlane test Joel Kelso
- hoho Matthew Mihaly
- Current Status of Middle Earth Online Geoffrey A. MacDougall
- ScryMUD 2.0.10 released. Ben Greear
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- [adv-mud] What good is a hero when nobody knows? Ben Greear
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- [adv-mud] What good is a hero when nobody knows? Wes Connell
- [adv-mud] What good is a hero when nobody knows? J C Lawrence
- Some new Library references J C Lawrence