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AuthorThe Laws of Online World Design
¤ Featuritis
No matter how many new features you have or add, the players will always want more.

¤ Pleasing your Players
Despite your best intentions, any change will be looked upon as a bad change to a large percentage of your players. Even those who forgot they asked for it to begin with.

¤ Hal Black's Elaboration
The more responsive an admin is to user feedback of a given type, the more of that type the admin will get. Specifically, as an admin implements features from user suggestions, the more ideas for features will be submitted. Likewise, the more an admin coddles whiners, the more whining will ensue.

¤ Baron's Theorem
Hate is good. This is because conflict drives the formation of social bonds and thus of communities. It is an engine that brings players closer together.

¤ Hans Henrik Staerfeldt's Law of Player/Admin Relations: The amount of whining players do is positively proportional to how much you pamper them.
Many players whine if they see any kind of bonus in it for them. It will simply be another way for them to achieve their goals. As an admin you hold the key to many of the goals that they have concerning the virtual environment you control. If you do not pamper the players and let them know that whining will not help them, the whining will subside.

¤ Rewards
The longer your game runs, the less often you get kudos for your efforts.

¤ John Hanke's Law (cited by Mike Sellers)
In every aggregation of people online, there is an irreducible proportion of ... jerks (he used a different word :-)

Is it a game?
It's a SERVICE. Not a game. It's a WORLD. Not a game. It's a COMMUNITY. Not a game. Anyone who says, "it's just a game" is missing the point. i was bored just tell me what u think i found this after some looking around
Lexa, is it you?
Lexa, is it you?

lol
No, this isn't Lexa. Just someone who stumbled on his profile and copy-pasted that stuff here :/

These aren't even all laws :/
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