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Let me finish by saying that this has been a very difficult chapter for me to write, and a difficult game for me to design. If you're anything like me, you'll know what I'm talking about. I'm a person who aspires to make the most perfect game possible at all times, and if you're like me, you were probably saying things like "Only 16 items per player! That's too limiting!"
I love to go with the best features available when I'm designing my games , and it was incredibly difficult for me to decide which simple features to keep, and which advanced features to put off until later. There's an advantage in this method, however. If you constantly plan for the best, you're going to be in a perpetual state of planning, and you'll never get anything coded. For the SimpleMUD, I've chosen a bunch of very simple features to put into the game, and I decided to go no further.
Once I have the simple design completed and fully coded, then I'll go on to more complex things.
The next few chapters show you how to assemble the SimpleMUD and administer it. Once that is complete, you go on to the next part of the book, in which I design a more advanced MUD, using dozens of new features.
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