April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Matthew D. Fuller
- In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
- Confined Gameworld Ling
- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
- Confined Gameworld Eli Stevens {KiZurich}
- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
- User centered? Ola Fosheim Grøstad
- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
- User centered? Richard Woolcock
Ola Fosheim Grøstad wrote:
>
> Are mud designers adding features, for the sake of adding features, or is
> the aim to optimize for the user's experience?
In my case, a little of both. I enjoy adding features, but try not to do so
at the expense of the user whenever possible.
> For instance, in a recent thread there was a discussion about implementing
> in-game languages by translating the messages into something which couldn't
> be interpreted by players without the language skill. When focusing on the
> MUD as a coherent fantasy world this sounds nifty. But wait! The receiver
> won't know what the sender said, so what he receives does not matter at all.
> Presenting some random strings would have the same effect for less
> implementation cost, and indeed why present anything at all?
Most mud programmers create their muds for fun. If feature X is fun to code
and has no impact upon the user, I see no problem with it at all. If feature
X were to cause problems for the user then I might choose not to implement it,
depending on what it was.
> My next question is... Do players use these features? Or do they in fact use
> private tells (paging) if it is available? How many MUDs have for instance
> implemented a mostly unused yell or whisper command? For languages which are
> race based... Do players care about race when they choose their friends?
> Meaning, do they have any need to selectively communicate with a race?
Well I don't have races, so I can't really comment about my mud. When I play
muds that use languages, I generally find it to be a chore. It doesn't really
bother me, but I don't feel it improves the gameplay in any way (although I
suspect it would do in a strong roleplay mud).
> It is my opinion that the interface should be kept small and effective. I
> think designers easily make the mistake of thinking "feature richness will
> buy me a rich world". However, understanding the individual user's
> experience and perception is the key to making a rich world. Experience
> isn't about what is present, but what the user expects and what he perceive.
You have to be careful there. Probably most of the mudding population play
Diku-derived muds - does that mean future muds should try and stick to the
same style of interface? My mud still uses a lot of diku-style parsing for
example, but I've had to make a few changes because of my parsing system.
The old "get 2.sword" will work just as well as "get the second sword", but
if you want to get the sword out of a backpack you have to type "get sword
from backpack" ("get sword backpack" would attempt to pick up a sword and a
backpack). A very minor alteration to the user interface, but you'd be
surprised how many people get stuck trying to get equipment out of their
containers. Equally, most people are familiar with Midgaard, but I certainly
wouldn't suggest that it's inclusion be manditory for a well-designed mud.
[snip]
> Add to this that changes are less welcome than additions.
Ah, you've really hit the nail on the head there, although I think you've
understated it a little. I'd go as far as to say that - as a general rule
- players hate changes and love additions.
> So, what if designers "roleplay" their design before they implement it?
> Probably difficult. Does anyone have any ideas about how to test out the
> soundness of ideas before implementation? Mockups might do it, but you still
> face the trouble of seeing your design as the unsuspecting user would see
> it.
It really depends on the feature, I suppose. If you want to add feature X
the best thing to do is go and have a look at some other muds which have
already added it - if possible, have a chat to the coder about it as well.
If the feature is (at least to your knowledge) original, the only way to
really find out what it's like is to stick it in the mud. If you've got
a test site up you could always ask other staff members to give their
opinions, but the only true test is to go live with it. If it doesn't
work, it can always be removed.
KaVir. - User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
- ScryMUD 1.8.11 released. Ben Greear
- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
- Blending graphics with text Laurel Fan
- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
- Blending graphics with text claw@kanga.nu
- Blending graphics with text Alex Stewart
- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
- Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
- Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Nathan F Yospe
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
- Virtual machine design Koster, Raph
- Virtual machine design Jon A. Lambert
- Virtual machine design Chris Gray
- Rebooting (was: Virtual machine design) Eli Stevens {KiZurich}
- Game design highpoints (was Virtual machine design) claw@kanga.nu
- Sockets Quzah [softhome]
- ScryMUD 1.8.13 snapshot released. Ben Greear
- Interview I did that may interest you Koster, Raph
- Censorship Greg Munt
- Censorship Ben Greear
- Censorship Matthew Mihaly
- Censorship Shawn Halpenny
- Censorship Darren Henderson
- Censorship Quzah [softhome]
- Censorship Hans-Henrik Staerfeldt
- Python B. Scott Boding
- Python Gaffney, Jeremy
- AW: Censorship Hofbauer Heinz
- AW: Censorship Matthew Mihaly
- AW: Censorship Damion Schubert
- Censorship, Virtual v Artificial Worlds, Python Greg Munt
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Dan
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly