January 1999
- From DevMud: Database module Greg Connor
- From DevMud: Database module Mik Clarke
- From DevMud: Database module Greg Connor
- From DevMud: Database module J C Lawrence
- From DevMud: Database module Greg Connor
- ADMIN: Resends and possible duplicates J C Lawrence
- Info about different skill systems Emil Eifrem
- Info about different skill systems Nathan F Yospe
- Info about different skill systems Ben Greear
- Info about different skill systems Emil Eifrem
- Info about different skill systems Ben Greear
- Info about different skill systems Emil Eifrem
- Info about different skill systems Nathan F Yospe
- Info about different skill systems Travis S. Casey
- Info about different skill systems Mik Clarke
- New features for ScryMUD (Player-run Shops) Ben Greear
- [OT Humor] Mudder's Rhapsody Jon A. Lambert
- [OT Humor] Mudder's Rhapsody Caliban Tiresias Darklock
- [OT Humor] Mudder's Rhapsody The Wildman
- Guild/skill/spell relation (or "webs") Petri Virkkula
- Guild/skill/spell relation (or "webs") David Bennett
- mobile movement Matthew Mihaly
- mobile movement Adam Wiggins
- mobile movement Koster, Raph
- mobile movement Caliban Tiresias Darklock
- mobile movement David Bennett
- mobile movement Kylotan
- mobile movement quzah [softhome]
- mobile movement Ling
- mobile movement J C Lawrence
- mobile movement Oliver Jowett
- mobile movement Oliver Jowett
- mobile movement Caliban Tiresias Darklock
- mobile movement Richard Woolcock
- mobile movement J C Lawrence
- mobile movement Ling
- mobile movement Marc Hernandez
- mobile movement J C Lawrence
- mobile movement Ling
- mobile movement Holly Sommer
- mobile movement Caliban Tiresias Darklock
- mobile movement Koster, Raph
- mobile movement Chris Gray
- Intelligent WebGlimpse archive searching at Kanga.Nu (was J C Lawrence
- [RRE]MediaMOO annual birthday symposia: 1/20 Bruce Mitchener, Jr.
- [RRE]MediaMOO annual birthday symposia: 1/20 Koster, Raph
- OT: Mike Sellers needs some help load testing J C Lawrence
- Keegan's MUD Tree J C Lawrence
- Intelligent WebGlimpse archive searching at Kanga.Nu Marian Griffith
- Intelligent WebGlimpse archive searching at Kanga.Nu Caliban Tiresias Darklock
- Intelligent WebGlimpse archive searching at Kanga.Nu Dominic J. Eidson
- Intelligent WebGlimpse archive searching at Kanga.Nu J C Lawrence
- Intelligent WebGlimpse archive searching at Kanga.Nu Marian Griffith
- GRASS GIS Web Site Elis Pomales
- Thoughts Caliban Tiresias Darklock
- Thoughts Koster, Raph
- Thoughts Caliban Tiresias Darklock
- Thoughts Koster, Raph
> -----Original Message-----
> From: Caliban Tiresias Darklock [mailto:caliban@darklock.com]
> Sent: Wednesday, January 13, 1999 6:32 PM
> To: mud-dev@kanga.nu
> Subject: [MUD-Dev] Thoughts
Now to actually comment on the laws you offer. :)
> The code is the contract:
> Any usable ability or object is a promise. If your game has a
> "haggling"
> skill, there is obviously someplace you can haggle. If there
> is a hammer you
> can carry, there must be a nail you can drive. If you do not
> deliver a place
> to haggle and a nail to drive, you have broken your contract with the
> player. Even if you only do this once, word will spread.
This is a really common problem on muds. I usually run into it with
thief skills. Skills really need to have *ongoing* utility. If you rely
on hardcoded or builder-placed traps in your mud, then your disarm trap
skill is a waste of code, because it is not an ongoing need.
> The power of two:
> Twice is always. If a player observes an effect twice, he
> will expect to see
> it every time. If he doesn't, he will think something is wrong. If you
> assure him that nothing is wrong, he will think *you* are wrong.
Hmm. I assume you had something in mind, but this actually seems to
generic to be a Law, to me.
> Code Never Dies:
> Whenever you put a feature into the server, it is virtually
> impossible for
> that feature to come back out. It does not matter how old or
> obsolete or
> broken or buggy it becomes. It may be repaired, even
> replaced, but never
> removed. It follows logically that no feature should ever
> enter the game
> without careful and thorough consideration.
I'd make the caveat that if something is badly broken, you can in fact
yank it and it may even be applauded. I've had to do it on UO enough. :)
But on the whole, I agree.
> The law of ill repute:
> Negative commentary is both more common and more persistent than the
> positive variety. While word will spread when you have
> something really cool
> in the game, many players will hoard such information as
> valuable. Word will
> spread much faster when something has gone wrong, because no
> one values the
> information; it is cast aside as soon as possible, and at
> every opportunity
> thereafter, in the apparent hope that the player will
> eventually be rid of
> it.
It's not so much that the information about the cool stuff won't spread,
but that i won't be "watercooler talk" so to speak. It won't be a
subject of discussion, merely noted in passing. People like talking
about bad things more than good, generally speaking.
> The theory of player relativity:
> No statistic has meaning without comparison. Unless you know
> where the other
> players are, where you happen to be is completely irrelevant.
What about benchmarking against the game system, such as what monsters
you can kill?
> This is true e
> ven in games where there is no score or statistic, because
> when you do not
> provide a way of measuring performance, the public will invent one
> externally.
People crave ladders.
> How benchmarks are built:
> When no measure of quality is readily provided, a measure of
> quality will be
> invented by a player who performs well under that measure. It will be
> supported by others who perform well under it. If there are
> enough of those
> people, the rest of the playerbase will conclude that this is
> the "correct"
> measure of a player's skill. This becomes the de facto object
> of your game,
> and you will be blamed for its every ill while those who
> created it will
> take all the credit for its successes.
Possibly too specialized to be a law, given how few games fail to give a
way to measure your character's accomplishments.
> Peek-a-boo:
> If the player cannot see it, it does not exist. If you do not
> display a
> level, then your game has no levels. If you do not expose a
> system, there is
> no such system. If no secret item has been found, there are
> no secret items.
> If no score is displayed, the game has no score.
Hmm, whatever happened to "all games have levels, though it may take a
pedant and a magnifying glass to find them"? :)
> It's the thought that counts:
> Stupid restrictions are okay if the player discovers them
> himself, but not
> if you tell him they exist. In Squaresoft's "Parasite Eve", a
> dead body
> blocks your passage down a forest path. You could, of course,
> simply step
> over the body were this real life. Upon determining the restriction's
> existence, the player accepts it. Reporting it to another
> player who has not
> yet observed the restriction, however, meets with indignance
> and outrage at
> such an unacceptable breach of realism. (This is specifically
> of interest to
> commercial game authors, since it implies that *telling*
> potential players
> you don't support something is a Bad Thing, whereas just plain not
> supporting it would probably be fine. Also consider the
> reactions of your
> public to proposed features; telling someone you're going to give them
> something is very different from actually giving it to them.)
Now this is one that clicks as very much correct for me!
-Raph - Thoughts James Wilson
- Thoughts Ling
- Thoughts Caliban Tiresias Darklock
- Thoughts Hal Black
- mobile movement (the fault of tracking) quzah [softhome]
- ADMIN Name server problems and upes J C Lawrence
- Adjective Server Christopher Allen
- Reputations, More Mazes Eli Stevens {KiZurich}
- Reputations, More Mazes J C Lawrence
- Reputations, More Mazes Eli Stevens {KiZurich}
- Mules (was something different) Marian Griffith
- Mules (was something different) J C Lawrence
- Mules (was something different) Hans-Henrik Staerfeldt
- Levels versus Skills Marian Griffith
- Levels versus Skills Caliban Tiresias Darklock
- Levels versus Skills J C Lawrence
- Levels versus Skills quzah [softhome]
- Levels versus Skills Vladimir Prelovac
- Levels versus Skills quzah [softhome]
- Levels versus Skills J C Lawrence
- Levels versus Skills Petri Virkkula
- Levels versus Skills J C Lawrence
- Levels versus Skills Caliban Tiresias Darklock
- From Devmud: Database module, draft 3 Greg Connor
- Matrix Game Ling
- Graphic design doc Thinus Barnard
- Graphic design doc Chris Gray
- ADMIN: List server and Kanga.Nu host changes J C Lawrence
- ADMIN: List server and Kanga.Nu host changes Koster, Raph
- Sockets and fibers Caliban Tiresias Darklock
- Sockets and fibers Adam J. Thornton
- Sockets and fibers Caliban Tiresias Darklock
- Sockets and fibers J C Lawrence
- Sockets and fibers Jon A. Lambert
- Sockets and fibers Adam J. Thornton
- Sockets and fibers Dr. Cat
- Sockets and fibers Jo Dillon
- [DevMUD] From Devmud: Database module, draft 3 Greg Connor
- META: list "peerage" Koster, Raph
- META: list "peerage" John Bertoglio
- META: list "peerage" diablo@best.com
- META: list "peerage" Andy Cink
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" Quzah [softhome]
- META: list "peerage" Michael.Willey@abnamro.com
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" Holly Sommer
- META: list "peerage" Travis S. Casey
- META: list "peerage" Andy Cink
- META: list "peerage" Quzah [softhome]
- META: list "peerage" Matthew D. Fuller
- META: list "peerage" Laurel Fan
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" David Bennett
- META: list "peerage" Bruce Mitchener, Jr.
- META: list "peerage" diablo@best.com
- META: list "peerage" Matthew D. Fuller
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" Brandon A Downey
- META: list "peerage" Travis Casey
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" Dominic J. Eidson
- META: List "peerage" Marian Griffith
- META: List "peerage" Caliban Tiresias Darklock
- META: list "peerage" Ola Fosheim Grøstad
- META: list "peerage" Sayeed
- Mugu Chris Gray
- META: List peerage and behaviour J C Lawrence
- META: list "peerage" Chris Gray
- ADMIN: We're working again. J C Lawrence
- Java I/O and threads. Elis Pomales
- Java I/O and threads. Jo Dillon
- Java I/O and threads. cynbe@muq.org
- Java I/O and threads. Jo Dillon
- Java I/O and threads. Elis Pomales
- Reset Death Wes Connell
- Reset Death Quzah [softhome]
- Reset Death Wes Connell
- Reset Death Mik Clarke
- Reset Death Andrew C.M. McClintock
- Reset Death Mik Clarke
- PvP and mob capacities (was "List Peerage") Caliban Tiresias Darklock
- combat diablo@best.com
- META: list "peerage" Darrin Hyrup
- META: list "peerage" J C Lawrence
- Telmaron and Mud servers was: META: list "peerage" Elis Pomales
- META: list "peerage" Caliban Tiresias Darklock
- META: list "peerage" Ben Greear
- Who is? (was about level vs skills) Marian Griffith
- Who is? (was about level vs skills) Caliban Tiresias Darklock
- exploration points diablo@best.com
- [MUD-Dev] Juha Lindfors
- Stock Mud Demographics ##Make Nylander
- ADMIN: Off-topic and the ever present reminders on quoting. J C Lawrence
- Mud reviewing Andy Cink
- Mud reviewing Caliban Tiresias Darklock
- Mud reviewing diablo@best.com
- Mud reviewing Andru Luvisi
- Mud reviewing diablo@best.com
- Mud reviewing J C Lawrence
- Mud reviewing Dan Shiovitz
- Mud reviewing diablo@best.com
- Mud reviewing Caliban Tiresias Darklock
- Mud reviewing diablo@best.com
- Mud reviewing Richard Woolcock
- Mud reviewing David Bennett
- Mud reviewing Caliban Tiresias Darklock
- MUD Admin skills Hal Black
- Subdue Holly Sommer
- processors diablo@best.com
- processors John Bertoglio
- processors Wes Connell
- processors Laurel Fan
- processors Mik Clarke
- processors J C Lawrence
- processors diablo@best.com
- processors Quzah [softhome]
- processors Mik Clarke
- processors J C Lawrence
- processors Marc Hernandez
- processors Adam Wiggins
- processors Greg Underwood
- processors Adam Wiggins
- processors Chris Gray
- processors gunderwood@donet.com
- processors Jon A. Lambert
- processors Greg Underwood
- processors Petri Virkkula
- quests involving players diablo@best.com
- quests involving players Darren Henderson
- quests involving players Caliban Tiresias Darklock
- quests involving players Richard Woolcock