November 1997
- DESIGN: ECONOMICS: Money Supply coder@ibm.net
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Caliban Tiresias Darklock
- Less numbers, more roleplaying. Marian Griffith
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Marian Griffith
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Marian Griffith
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Richard Woolcock
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. Richard Woolcock
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Jon Leonard
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Matt Chatterley
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Matt Chatterley
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Matt Chatterley
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Vadim Tkachenko
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Matt Chatterley
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. Jon A. Lambert
- Less numbers, more roleplaying. Chris Gray
- Less numbers, more roleplaying. Matt Chatterley
- Less numbers, more roleplaying. Richard Woolcock
- Less numbers, more roleplaying. Richard Woolcock
- Less numbers, more roleplaying. Derrick Jones
- Less numbers, more roleplaying. Jon A. Lambert
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Adam Wiggins
- Less numbers, more roleplaying. Marian Griffith
- Less numbers, more roleplaying. Richard Woolcock
- Less numbers, more roleplaying. coder@ibm.net
- Less numbers, more roleplaying. Marian Griffith
- SUMMARY: Skills and Skills improvement coder@ibm.net
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- Fear of magic (was:Usability and interface)y Adam Wiggins
- Sorry... Bjarni Norddahl
- OT: threading list messages Alex Oren
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- A flamewar startingpoint. coder@ibm.net
- A flamewar startingpoint. Miroslav Silovic
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- A flamewar startingpoint. Chris Gray
- A flamewar startingpoint. Derrick Jones
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- A flamewar startingpoint. coder@ibm.net
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- A flamewar startingpoint. Jon A. Lambert
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- A flamewar startingpoint. Marian Griffith
- A flamewar startingpoint. coder@ibm.net
- A flamewar startingpoint. coder@ibm.net
On 09/11/97 at 08:35 PM, Brandon Cline <brandon@merlin.sedona.net> said:
>On Sun, 9 Nov 1997, Chris Gray wrote:
>> [JC:]
>>
>> :<<Echoes of the "eat food" debate for MUDs>>
>>
>> Yep. Some players have apparantly come to expect such things, however -
>> I was asked the other day why there is no food to eat in my game. Shrug.
>>
>> I think I would not be bothered by such things as long as they didn't
>> bother me! There needn't be a point - it can all be "atmosphere". However,
>> if I have to spend a minute or two every time my character needs to eat,
>> then I *will* become bothered.
>In a mud environment though isn't it true that in order to create
>"atomosphere" you need these details? Or should players be expected to
>"emote" everything the designer decides is too tedious to implement?
Shades would seem the perfect example here. It has no general format
emotes, it merely has a (fairly small) set of rarely used fixed socials
(hug, kiss, tickle, boggie, etc). Yet, I'd argue that there is a strong
sense of atmosphere to the game (even if precious little to no RP).
>>
>> : A game should offer the fastest and easiest possible way to do
>> : everything unless there is some entertaining or informative
>> : reason to prevent it.
>> :
>And as applied to a mud, a game should offer the fastest and easiest
>possible way to everything ... but should also not remove something
>entirly just because it has the possibility to be slow and tedious...
Which illuminates the point:
Slow, tedious, distracting, etc ways should be offered to the player so
that the player is then challenged to select the most efficacious method
for the current task.
A nice side effect is that any decent complex and internally consistant
world will get this by side-effect.
--
J C Lawrence Internet: claw@null.net
----------(*) Internet: coder@ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
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- A flamewar startingpoint.) coder@ibm.net
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- A flamewar startingpoint.y Adam Wiggins
- SUMMARY: Mud Grammar Jon A. Lambert
- You, the game of philosophy. Ola Fosheim Grøstad
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- You, the game of philosophy. Jon A. Lambert
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- You, the game of philosophy. Ola Fosheim Grøstad
- You, the game of philosophy. Jon A. Lambert
- You, the game of philosophy. Matt Chatterley
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- You, the game of philosophy. Ola Fosheim Grøstad
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- You, the game of philosophy. Chris Gray
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- You, the game of philosophy. Jon A. Lambert
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- Guilds & Politics [was Affecting the World] Ola Fosheim Grøstad
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- Guilds & Politics [was Affecting the World] Felix A. Croes
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- Lots of things about me (long) Ling
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- Java, applets, forests and ecologies. Ling
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- Java, applets, forests and ecologies. Michael Hohensee
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- Java, applets, forests and ecologies. Chris Gray
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- Thief skills, Dream Park and me (again) Ling
- Thief skills, Dream Park and me (again) Adam Wiggins
- Thief skills, Dream Park and me (again) Chris Gray
- Thief skills, Dream Park and me (again) Richard Woolcock
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- ... forests and ecologies. Mike Sellers
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- Java Chris Gray