>>Raph actually links to a 1996 paper on the Four Types of MUD Players.
Richard Bartle (the author of that paper) is also the author of my early-2000s MMO design textbook - he was very prolific/influential in that Era of MMOs and MUDs.
(I am Explorer>Socialiser>Achiever and little to no killer. I think that paper underestimates the effect of other people on making a virtual world interesting to explore though - in general he seems stuck on moving through space as the vector for exploration)
>>[Long explanation about Flight Rising economic dynamics]
Thank you! I had gotten to "Boolean's very rare, must have much cash" from looking stuff up when you've mentioned them previously, but the specific trading scheme you have there was not something I was familiar with.
(Also let me say, that whole scheme is *really* cool and I think highly of you for being able to do something like that, even in a video game. Good job!)
no subject
Richard Bartle (the author of that paper) is also the author of my early-2000s MMO design textbook - he was very prolific/influential in that Era of MMOs and MUDs.
(I am Explorer>Socialiser>Achiever and little to no killer. I think that paper underestimates the effect of other people on making a virtual world interesting to explore though - in general he seems stuck on moving through space as the vector for exploration)
>>[Long explanation about Flight Rising economic dynamics]
Thank you! I had gotten to "Boolean's very rare, must have much cash" from looking stuff up when you've mentioned them previously, but the specific trading scheme you have there was not something I was familiar with.
(Also let me say, that whole scheme is *really* cool and I think highly of you for being able to do something like that, even in a video game. Good job!)