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
- 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
On Wed, 14 Apr 1999, u1391470 wrote:
>
> Since we have associated rooms, we have kept room descriptions, titles,
> etc. I am not sure if we need these at all (after all, don't most players
> tog brief anyways?). Similarly, do we need text saying:
>
> A <mob name here> stands to the <direction>.
>
> when that same mob has an associated icon already visible on the map
> screen?
That depends on what information you wish to give the player, certainly
if the information in the icon is all the player wants then yes, but
if you wanted to give the information that a especially mean looking
pirate is standing here, probably from the eastern seas, perhaps an icon
simply does not cut it.
> For now, we have kept all this text for those players who will be
> connecting without the client (we haven't opened for beta yet), but seeing
> as the client is free and supports most things other clients do
> (aliasing/triggers/variables/sounds/etc.), is this even a valid concern?
It certainly would be for me, since i have a Silicon Graphics
Unix machine... does your client run on anything but Windoze?
> Similarly, people who telnet in are able to see an asci map rather than
> jpg/gifs.
> Of course, by removing all/most text (the more graphics we are able to
> create, the less text we would need), we are "moving away" from the whole
> concept of a mud, regardless of our base. There are, of course, certain
> things that could never (realistically) be removed, such as text from
> says/tells, but most other text can be replaced by graphics.
>
> So, what is a good balance? Would making the mud "graphical" rather than
> text based destroy the basis of our being a MUD? Are limited graphics
> best?
Regardless of your 'moving away' from the mud concept, or not;
I would say that the mix depends on how good your resources in graphics
are. Are your artists very skilled? Are your zone writers very skilled.
If your artists can do better graphics that your zone builders can do the
text, and the builders does not feel restrained from the fact that they
cannot put in text to describe things, i would imagine that going all
graphic would be a wonderful move. If you do not want text, you could
enhance the medium and let a voice describe whatever you needed described
by text (such as the fact the engraving on the sword you find is
remenicent of ancient M'ka). I understand that the text-to-speech synthesis
is very good (or you could do with some highly compressed sound like
realmedia or mpeg), and it certainly would not encumber the user interface
of your client as much as you obviously feel that the text would (or
rather; i imagine it would).
Would going graphic destroying the basis of being MUD? Well it would
indeed introduce a paradigm shift. At in the text medium, the information
is carried through story telling, and this may be lost in the graphic
game.
Hans Henrik Stærfeldt |
email: bombman@diku.dk | voice: +45 40383492
hhs@cbs.dtu.dk | voice work: +45 45252425
phone-mail: | address:
40383492@sms.tdm.dk | Hans Henrik Stærfeldt,
WWW-home | Dybendalsvej 74 2. th,
http://www.cbs.dtu.dk/hhs/ | 2720 Vanløse, Danmark.
|
Student of Computer Science | Scientific programmer at Center for
and Information Psychology. | Biological Sequence Analysis,
at University of Copenhagen | Technical University of Denmark. - 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