Re:Nostalgia for Minecraft
by leoc on Sunday November 10, 2019 @08:06PM
(#21501352)
As best I recall (it seems it's not easy to find sources now) the biggest problem was with player-killing and griefing. The devs left player-character interactions relatively unrestricted in the expectation that social order would be (largely) maintained by the in-character actions of the PCs. Similar things had worked in text-based MUDs of the time. When they naturally got a Hobbesian bloodbath instead (classic MUDs have many more hours of active games-mastering per player than any MMO) they began the retreat that led to the fake-roleplaying, theme-park experience familiar from World of Warcraft etc.
[ Parent
| on HN ]
https://gametyrant.com/news/ultima-online-spent-3-years-deve... has some quotes from the creators.
Re:Nostalgia for Minecraft
by vintermann on Monday November 11, 2019 @04:47AM
(#21503378)
"Similar things had worked in text-based MUDs of the time."
Not really, in my experience. In MUDs with unrestricted player killing, in-game policing did very little to stop it (unless you count intervention from immortals/wizards, I.e. admins)