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Comment Re:Wizards (Score 1) 99

I was an immortal for a long time on a MUD and this never happened. We were very careful who became an immortal (i.e. not everyone who reached max level) and none of us except the creators had any kind of filesystem access. I had access to the build system and immortal game mechanics, but you'd have to be an idiot to give everyone who reached max level access to your code base.

Comment Re:Afraid? You will be. You will be. (Score 1) 99

While I agree with the sentiment, part of the problem is that it now takes hundreds of people to create the current semi-static MMO environment and keep it running while occasionally adding new content. To create the kind of constant-flux world environment you are talking about would be at least an order of magnitude harder, what with the need to be constantly adjusting everything for the new realities on the ground. It would be astronomically expensive to build and maintain, and I can't begin to imagine the nightmare that would be QA testing.

I can't imagine what you'd have to charge monthly to maintain such a world, while competing with free-to-plays.

Comment Re:Yeah... about that influence (Score 1) 99

Modern MMOs try to sell themselves as "fully immersive", but just try running out of the battlefield area once... flashing red lights and your character either explodes, or magically teleports. Very realistic... I know that when I make a wrong turn in my car, if I don't make a u-turn in the next 60 seconds, my car explodes and the police are sent out to pick up little bits of me splattered all over the roadway and other drivers.

You don't play many modern MMOs, do you?

Comment Re:Yeah... about that influence (Score 2) 99

You have to remember that the average MUD usually had a few dozen, or maybe a few hundred, people playing at any one time, and the "world" was very small. If something was happening in Market Square, everyone would pretty much know about it.

However, there are literally millions of people playing the big MMOs, spread across huge game areas. A GM could be taking over a well known MOB 24/7 in Ironforge and most people would never know it.

Besides, the reason the admin taking over a character was amusing was because the non-existent mob AI sucked so much, it was just refreshing to actually interact with a non-player character.

Comment Re:Yeah... about that influence (Score 1) 99

So here we are with the "Mother of all bunnies" kicking it in Market Square.
About 30 regulars on the MUD logged in and grouped up with this guy. Market Square is only a couple of spaces from where you come back when you are killed.
We attacked. Tanks dropped many times. I died 3 or four times and even lost a full level. At the end we all dropped out of the group and let the guy fight while we kept him healed the last few seconds. Bunny died. He leveled a few times and we all have a story that we can remember for multiple decades.

You wont get that from ANY MMORPG out today.

Except that almost never happened. And anyone who ever saw Stitches trained into Goldshire in early WoW thinks that story sounds kind of lame by comparison.

I was an admin on a MUD for about a year and sure, I could whip something like that up on the fly. You know why? Because there was fuck all AI and nothing meaningful behind a mob other than a couple of stats.

But as far as gamepay went, MUDs were 100% grinding for experience, but where they shined was social and PVP. I've never seen an MMO clan that was as close as my old MUD guild. And the PVP was only really more memorable because in general you knew every single regular on the MUD, so it was more meaningful to defeat them because you knew you'd see them again over and over. PVPing some random dude you'll never see again in WoW is much less satisfying.

But you're deluding yourself if you think the limited gameplay options in MUDs come anything close to what is possible in a modern MMO.

Comment Re:What do they PREDICT, not what do they FEEL (Score 1) 1105

In today's life lesson you learn the difference between science which attempts to identify a cause for something and science which attempts to predict a result from something.

This study looked at science about what causes global warming, but what the result of global warming might be.

Comment Where the hell did you learn that? (Score 1) 429

If there is anything I have learned, it is that most humans have a desire to throw out the old and accept the new without any sort of hesitation.

In what alternate universe did you encounter alleged humans behaving like this? I don't think that your problem is a fear of technological change,I think your problem is that you're smoking too much dope.

Comment Re:Why not just 0? (Score 4, Insightful) 996

What are you going to do? Turn the inside of a car into a sterile wasteland and ban every possible thing that might decrease someone's ability to drive by event the smallest amount? Hey, no radio, phone, GPS, and definitely no talking to the driver. No driving hungry, or after taking cold medication, or after a Red Bull. All of those things could impact your driving in some minor way.

It's a question of proportionality. There is a point of diminishing returns beyond which the effort required to prevent people from driving after drinking becomes absurd. We can't even successfully prevent all idiots from driving at .08, despite millions in enforcement and PR campaigns. Imagine the pointlessness of spending an order of magnitude more to also fail to stop people from having a beer with dinner.

There is a point at which alchol impairs your ability to drive a car to the extent that you are an unacceptable danger. That point may be .08 or it may be .05, but it's definitely not "anything above 0".

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