I have spent the last couple of days researching exactly how the programmers felt about the game of M.U.L.E., and I have learned quite a few things i didn't know before. At this point i realize that the battle lines have been drawn, and there is no way we are going to convince each other to change our opinions. But here I go anyway.
First off, to restate the arguments for keeping the plot take away event in the game early :
1. Life isn't fair
2. The programmers could have changed it between the atari and c64 version if they didn't like it.
3. I have seen someone make a comeback after seeing it happen in round 2.
4. The original game of Mule was perfect and the programmers walk on water.
so here are my counter arguments:
1. Life isn't fair but the games we play should be. We play games to either escape from real life or because we are not stimulated enough in real life. Either way we play games because it is decidedly not like real life.
Here is an interesting article on The Importance of Play written by Dani Bunten
http://www.anticlockwise.com/dani/personal/biz/whyplay.htm2. Both versions of the game were released the same year very close to each other. And because they were both written in different programming languages there was simply no time they could have gotten input from their customers in time to make any changes. In fact they tried to make the same version but it still had many changes that were different between the atari and c64 versions due to programming differences.
3. Yes it is possible to still win after having a plot taken away early. A lot of us could still win losing our 1st 3 plots if we were playing against beginners. However against opponents of equal skill it lowers your odds of winning considerably. In the first couple of turns players have very little control on rankings. Luck on production, and who started the game in which position and thus could buy land for $972 and drop to last seem to be the driving force on who is in what place the 1st 3 rounds. These events just seem to work opposite of how the other events work. Events early in the game award/steal less money than events near the end of the game. Land however, is much more valuable early than it is late in the game. So maybe we should propose losing 3 plots of land or gaining 3 plots of land if it happens near the end of the game to even it up with how the other events work?
4. I think the programmers would be the first people to admit that they were not perfect. (reading about Dan Bunten's quest to become Danielle Bunten was very eye opening) But they did discover the importance of play testers to development teams. We are the best Mule players to ever have lived. As a community we have played the game more than anyone else. I think we would be honoring the programmers by doing our best (as continuing play testers) to improve upon their creation. I think they would be sad to see the argument that the game was "perfect" as the reason for not discussing how it would improve/unimprove the game by making these slight changes.
"This was the game that taught me the value of play-testing where you watch and talk to real people about the game while it's under development. After all, games are a form of communication that can only be confirmed by checking whether it works against an audience. " Excerpt from Dani Bunten's Memoirs.
Let's take an unbiased poll and see what the community thinks.