<?xml version="1.0" encoding="utf-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Laws and Questions about Online Variations</title>
	<atom:link href="http://grandtextauto.org/2005/05/15/laws-and-a-question-about-online-variations/feed/" rel="self" type="application/rss+xml" />
	<link>http://grandtextauto.org/2005/05/15/laws-and-a-question-about-online-variations/</link>
	<description>A group blog about computer narrative, games, poetry, and art.</description>
	<lastBuildDate>Thu, 30 Sep 2010 22:43:57 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.1.2</generator>
	<item>
		<title>By: greglas</title>
		<link>http://grandtextauto.org/2005/05/15/laws-and-a-question-about-online-variations/comment-page-1/#comment-52748</link>
		<dc:creator>greglas</dc:creator>
		<pubDate>Sun, 22 May 2005 02:37:38 +0000</pubDate>
		<guid isPermaLink="false">/?p=794#comment-52748</guid>
		<description>&gt;zero players are actually best…

Hmm.  My math skilz are rusty -- would zero players make for infinitely good role-playing?  Or would it just be impossible because we would need to divide by zero?

Even if the roleplaying was of infinitely good quality, I don&#039;t know if the human nervous system could handle infinitely good quality -- but I guess it wouldn&#039;t have to! :-)</description>
		<content:encoded><![CDATA[<p>>zero players are actually best…</p>
<p>Hmm.  My math skilz are rusty &#8212; would zero players make for infinitely good role-playing?  Or would it just be impossible because we would need to divide by zero?</p>
<p>Even if the roleplaying was of infinitely good quality, I don&#8217;t know if the human nervous system could handle infinitely good quality &#8212; but I guess it wouldn&#8217;t have to! :-)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: nick</title>
		<link>http://grandtextauto.org/2005/05/15/laws-and-a-question-about-online-variations/comment-page-1/#comment-52413</link>
		<dc:creator>nick</dc:creator>
		<pubDate>Sat, 21 May 2005 23:05:42 +0000</pubDate>
		<guid isPermaLink="false">/?p=794#comment-52413</guid>
		<description>Raph, I&#039;m often surprised at the things I haven&#039;t heard about, too. I must admit that I&#039;m not really a multi-player virtual worlds sorta guy, though, although I make an attempt to read in this area, online and in print. One of the things that interested me most was how several of these also apply to single-player virtual worlds (and specifically interactive fiction), because I was reading with that in mind.

For instance:

&lt;blockquote&gt;&lt;i&gt;J. C. Lawrence&#039;s &quot;do it everywhere&quot; law&lt;/i&gt;
If you do it one place, you have to do it everywhere. Players like clever things and will search them out. Once they find a clever thing they will search for other similar or related clever things that seem to be implied by what they found and will get pissed off if they don&#039;t find them.&lt;/blockquote&gt;

Along with &quot;If something can be abused, it will be&quot; and &quot;No matter how many new features you have or add, the players will always want more&quot; and others.

Then there are some laws that could apply to single-player games, but don&#039;t seem to, e.g., &quot;No matter what you do, someone is going to automate the process of playing your world.&quot;

By the way, this fine law:

&lt;blockquote&gt;&lt;i&gt;Koster&#039;s Law (Mike Sellers was actually the one to dub it thus)&lt;/i&gt;
The quality of roleplaying is inversely proportional to the number of people playing.&lt;/blockquote&gt;

Means that for quality role-playing, we shouldn&#039;t have MMOs at all - single-player interactive fiction is best! Doesn&#039;t it?

(Okay, the obvious counterargument is that no, zero players are actually best...)</description>
		<content:encoded><![CDATA[<p>Raph, I&#8217;m often surprised at the things I haven&#8217;t heard about, too. I must admit that I&#8217;m not really a multi-player virtual worlds sorta guy, though, although I make an attempt to read in this area, online and in print. One of the things that interested me most was how several of these also apply to single-player virtual worlds (and specifically interactive fiction), because I was reading with that in mind.</p>
<p>For instance:</p>
<blockquote><p><i>J. C. Lawrence&#8217;s &#8220;do it everywhere&#8221; law</i><br />
If you do it one place, you have to do it everywhere. Players like clever things and will search them out. Once they find a clever thing they will search for other similar or related clever things that seem to be implied by what they found and will get pissed off if they don&#8217;t find them.</p></blockquote>
<p>Along with &#8220;If something can be abused, it will be&#8221; and &#8220;No matter how many new features you have or add, the players will always want more&#8221; and others.</p>
<p>Then there are some laws that could apply to single-player games, but don&#8217;t seem to, e.g., &#8220;No matter what you do, someone is going to automate the process of playing your world.&#8221;</p>
<p>By the way, this fine law:</p>
<blockquote><p><i>Koster&#8217;s Law (Mike Sellers was actually the one to dub it thus)</i><br />
The quality of roleplaying is inversely proportional to the number of people playing.</p></blockquote>
<p>Means that for quality role-playing, we shouldn&#8217;t have MMOs at all &#8211; single-player interactive fiction is best! Doesn&#8217;t it?</p>
<p>(Okay, the obvious counterargument is that no, zero players are actually best&#8230;)</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Raph</title>
		<link>http://grandtextauto.org/2005/05/15/laws-and-a-question-about-online-variations/comment-page-1/#comment-52411</link>
		<dc:creator>Raph</dc:creator>
		<pubDate>Sat, 21 May 2005 20:05:37 +0000</pubDate>
		<guid isPermaLink="false">/?p=794#comment-52411</guid>
		<description>Wow, I am surprised you hadn&#039;t heard about that yet. That was the bit that first got me any attention as a commenter on online games. (Important, I am not the &quot;author&quot; of most of the laws. The ones with names are of course attributable to those people).

The Laws are gathered by going through writings on MUDs and MMOs and extracting what seemed to mne to be timeless bits of wisdom or particularly acute observations. The majority of them came from MUD-Dev. In many cases, they exist as such solely so that complex dilemmas or problems can be referenced in shorthand. The Laws was undertaken as a bit of community contribution, and is a melting pot of many people&#039;s observations, with the caveat that I get to pick what makes it. Laws get added very rarely.

The HTML changes are because the site design has changed a few times. :)</description>
		<content:encoded><![CDATA[<p>Wow, I am surprised you hadn&#8217;t heard about that yet. That was the bit that first got me any attention as a commenter on online games. (Important, I am not the &#8220;author&#8221; of most of the laws. The ones with names are of course attributable to those people).</p>
<p>The Laws are gathered by going through writings on MUDs and MMOs and extracting what seemed to mne to be timeless bits of wisdom or particularly acute observations. The majority of them came from MUD-Dev. In many cases, they exist as such solely so that complex dilemmas or problems can be referenced in shorthand. The Laws was undertaken as a bit of community contribution, and is a melting pot of many people&#8217;s observations, with the caveat that I get to pick what makes it. Laws get added very rarely.</p>
<p>The HTML changes are because the site design has changed a few times. :)</p>
]]></content:encoded>
	</item>
</channel>
</rss>

