((As promised... features))

Jan 28, 2009 13:43



Alright so we've gone over Motivation, Jumping the Shark (I should do Rails soon), The Great Divide... and now Features.

What is a Feature? )

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standing_dragon January 30 2009, 19:22:07 UTC
... Lilith there knows exactly how I feel about Features ( ... )

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standing_dragon February 2 2009, 12:45:22 UTC
*Shakes head ( ... )

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So you both are right ... sort of. basil_rta February 2 2009, 18:53:53 UTC
[obligatory dino notation] Having been around the block a while ... [/obligatory dino notation ( ... )

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Re: So you both are right ... sort of. standing_dragon February 2 2009, 20:42:52 UTC
I... so very agree. This:

And this brings us to the most important point (at least for me): for a MU to be successful it must be able to incorporate and manage change -- the telling of stories demands it. Static relationships, characters and settings are anathemas to a successful MU.

Is succinct, and dead on. I'd add - "In fact, it may be that staff's only reason for existence is to manage player-pushed change and to insert thematic drift when things are too static ( ... )

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Re: So you both are right ... sort of. basil_rta February 3 2009, 17:04:59 UTC
And there is where I have to disagree and point to the mantra that there can be no static characters -- setting propagated characters have to be included in this. While features have a primary thematic purpose (and I would argue that this purpose is more to promote the theme, preferably by example, than to shepherd it), they have to be played and with play comes change ( ... )

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