February 1997
- Its nice to be back Nathan Yospe
- Its nice to be back coder@ibm.net
- Its nice to be back Nathan Yospe
- Testing coder@ibm.net
- Invitation to MUD Design Mailing List Chris Gray
- Invitation to MUD Design Mailing List coder@ibm.net
- Invitation to MUD Design Mailing List coder@ibm.net
- Invitation to MUD Design Mailing List coder@ibm.net
- Invitation to MUD Design Mailing List coder@ibm.net
- Wout's mailing list and old digests coder@ibm.net
- Wout's mailing list and old digests Wout Mertens
- Wout's mailing list and old digests coder@ibm.net
- Just a bit of musing Nathan Yospe
- Just a bit of musing Adam Wiggins
- Just a bit of musing coder@ibm.net
- Just a bit of musing Chris Gray
- Just a bit of musing Carter T Shock
- Just a bit of musing Chris Gray
- Just a bit of musing S001GMU@nova.wright.edu
- Just a bit of musing Dmitri Kondratiev
- Just a bit of musing Chris Gray
- Just a bit of musing Dmitri Kondratiev
- Just a bit of musing coder@ibm.net
- Just a bit of musing Jon A. Lambert
- Just a bit of musing coder@ibm.net
- Just a bit of musing coder@ibm.net
- Just a bit of musing clawrenc@cup.hp.com
- Just a bit of musing coder@ibm.net
- Just a bit of musing Carter T Shock
- Just a bit of musing Alex Oren
- Just a bit of musing Wout Mertens
- Just a bit of musing coder@ibm.net
- Just a bit of musing coder@ibm.net
- Just a bit of musing Wout Mertens
- Just a bit of musing Carter T Shock
- Just a bit of musing S001GMU@nova.wright.edu
- Just a bit of musing Chris Gray
- Just a bit of musing coder@ibm.net
- Just a bit of musing Nathan Yospe
- Just a bit of musing coder@ibm.net
- Just a bit of musing Jon A. Lambert
- Just a bit of musing Adam Wiggins
- Just a bit of musing coder@ibm.net
- Just a bit of musing GnomesHome@aol.com
- Just a bit of musing Carter T Shock
- Just a bit of musing Chris Gray
- Just a bit of musing coder@ibm.net
- Just a bit of musing Adam Wiggins
- Just a bit of musing Chris Gray
- Just a bit of musing Adam Wiggins
- Just a bit of musing claw@null.net
- Just a bit of musing Chris Gray
- Just a bit of musing claw@null.net
- Just a bit of musing Chris Gray
- Just a bit of musing Jon A. Lambert
- Just a bit of musing Chris Gray
- Just a bit of musing Carter T. Shock
- Just a bit of musing claw@null.net
- Just a bit of musing Wout Mertens
- Just a bit of musing coder@ibm.net
- Just a bit of musing Adam Wiggins
> >In the past, when I've been "lurking", reading everyones contributions,
> >there seems to be a lot of emphasis on making things more realistic
> >(unique, I suppose, which is good), but it seems to me what is often
> >overlooked is the "fun" factor. It's a game. With approximations,
>
> True. However what is easy to ignore in such discussions is that adding
> such "realism" also allows really neat unrealistic items to be coded more
> easily. Consider the simple case of character names:
I tend to argue this stuff quite feverently. The reason I'm so sold on
it is that, to me, the strength of a mud is that it is not a game. It's
a large, virtual environment with certain parameters, physical laws,
cultures, locations, etc which make it unique. Then you toss in a bunch
of players and the "fun" of the thing basically emerges on its own. You
don't need to code silly puzzles and "quests" to keep the users entertained,
although there's nothing wrong with doing so. But, if your world is
rich and detailed enough, they will have plenty of fun running around,
exploring, advancing their characters, and interacting with each other.
(Which is why I'm such a large proponent of completely unrestricted pk/psteal
etc..makes so many more fun situations that can occur.)
The best part about doing a "realistic" (== self-consistent) is that, as a
coder, you get to see things happen which you never planned of (as in,
wrote specific code for) but which works correctly anyways. That is,
you code a herbal system over here...then eight months later you code traps.
Quickly players learn to coat the traps' needles with paralyzing poisons
for best effect. Now you may not have coded anything specific on the
traps to allow for this - you just made the trap have an object on it
of type "blade", and part of your herbal code allows people to coat objects
with various concoxions. When the blade breaks the skill, the agent on
the blade is introduced into the bloodstream and then the fun begins...
- Just a bit of musing Adam Wiggins
- Just a bit of musing coder@ibm.net
- Just a bit of musing Chris Gray
- Just a bit of musing Jon A. Lambert
- Just a bit of musing Chris Gray
- Just a bit of musing Jon A. Lambert
- Just a bit of musing Chris Gray
- Just a bit of musing Jon A. Lambert
- Just a bit of musing Travis Casey
- Just a bit of musing Jon A. Lambert
- Just a bit of musing clawrenc@cup.hp.com
- Just a bit of musing Nathan Yospe
- Just a bit of musing clawrenc@cup.hp.com
- Quadtrees? Wout Mertens
- Quadtrees? coder@ibm.net
- Quadtrees? Greg Munt
- Quadtrees? Ola Fosheim Grøstad
- Quadtrees? Ling
- Quadtrees? Miroslav Silovic
- Quadtrees? Chris Gray
- Quadtrees? Carter T Shock
- Quadtrees? S001GMU@nova.wright.edu
- Quadtrees? Carter T Shock
- Quadtrees? S001GMU@nova.wright.edu
- Quadtrees? coder@ibm.net
- Quadtrees? Chris Gray
- Quadtrees? Carter T Shock
- Quadtrees? coder@ibm.net
- Quadtrees? claw@kanga.nu