October 2000
- Interactive Fiction Competition 2000 Aaron Mitchell
- trade skill idea msew
- trade skill idea Josh Olson
- trade skill idea Koster, Raph
- trade skill idea Josh Olson
- trade skill idea Koster, Raph
- trade skill idea Matthew Mihaly
- trade skill idea Koster, Raph
- trade skill idea Josh Olson
- trade skill idea Koster, Raph
- trade skill idea Matthew Mihaly
- trade skill idea msew
- trade skill idea Travis Casey
- trade skill idea Josh Olson
- trade skill idea Zak Jarvis
- trade skill idea John Buehler
- trade skill idea Dave Rickey
- trade skill idea Zak Jarvis
- trade skill idea Josh Olson
- trade skill idea Mordengaard
- trade skill idea Richard Tew
- trade skill idea Val Trullinger
- trade skill idea Phillip Lenhardt
- trade skill idea John Buehler
- trade skill idea Matthew Mihaly
- trade skill idea msew
- trade skill idea Wes Connell
- trade skill idea Matthew Mihaly
- trade skill idea Brad Wyble
- trade skill idea Vincent Archer
- trade skill idea Jeff Freeman
- trade skill idea Corey Crawford
- trade skill idea Yves K
- trade skill idea Koster, Raph
- trade skill idea Tamzen Cannoy
- trade skill idea Robert Zubek
- trade skill idea Patrick Dughi
- trade skill idea Koster, Raph
> -----Original Message-----
> From: mud-dev-admin@kanga.nu
> [mailto:mud-dev-admin@kanga.nu]On Behalf Of
> Patrick Dughi
> Sent: Thursday, October 05, 2000 4:10 PM
> To: mud-dev@kanga.nu
> Subject: RE: [MUD-Dev] trade skill idea
>
> Most of the talk I hear about skills involves a level of depth and
> detail that couldn't easily be represented short of designing a game
> around _Each_ skill. Each 'game' then, for all it's variety, etc,
> couldn't easily be delivered short of a several day piece of work.
Why? Why can't you design a crafting system that takes as long as a combat
to craft something, and which is challenging and tactical and dynamic?
> The comparisons with
> SimCity/Coaster/ThemePark/Bread/etc all hinge
> on the fact that it IS the game. That's great, but most muds out there
> spend 5 years developing just the combat/magic/interaction section of
> their game.
Radical suggestion: drop the combat/magic stuff. :) Less people like it
anyway.
OK, so I am being (slightly) facetious. But seriously, this point is
nonsensical. For some people, crafting IS the game, and the rest of it is a
pretty backdrop. For some, the crafting is the pretty backdrop. It's up to
each individual designer and implementor to decide where they fall on that
scale, but I would NOT go in assuming primacy goes automatically to one
point of view or the other.
> Do they have 5 years to put into bread making? How many more
> to expand that to a general 'Cooking'? Too bad you left out the
> blacksmith, or the tanner, or the talior, the candle-maker, the chimney
> sweep, and the janitor. How long did it take to make SimAnt (a fun game,
> but not very detailed simulation) anyway?
Got me. I don't actually know. I am pretty sure that more people played it
than played all the muds open at the time it came out, though.
> Sounds like you better just make a single-player non-mud Sim-<your
> job here> game. Maybe include an internet option to exchange job skills &
> their results for game $. ie, your SimForeman has to use the services of a
> SimBuildingInspector, a group of SimUnionLaborers, a couple of
> SimTruckDrivers to get the materials (originally from the SimMiner to
> SimFactoryWorker, etc)...so on and so on. You could have the
> opportunity to get a computerized or real person.
>
> That's fine.
>
> It just doesn't sounds like a mud. It's more like a single user
> game with an interactive auction line.
Well, of course not, not the way you described it. But your description
doesn't even remotely sound like what a mud with solidly implemented trade
skills could be like. So I am not sure what you're saying here.
[snip extremely un-fun-sounding odd mud simulation thing]
> I know most people wouldn't want to spend their personal time
> pretending to be an accountant or fry cook, or even a vaunted, much sought
> after interior decorator role. Ask them if they want to get the credit for
> potentially saving the world from a monster invasion though, and they get
> glossy-eyed.
I heard this argument before UO came out. It has already been disproven.
*shrug* You don't need to understand why it is so (I don't) in order to
observe empirical evidence.
I would never in a million years be able to convince my aunt JoAnne in Ohio
to try to save the world from amonster invasion on a computer. In fact, I
don't think I could convince any of my relatives to. But I am pretty sure I
can convince them to build rollercoasters and houses and yes, to bake bread.
> People already get enough 'regular'.
We are, by the nature of the spaces we make, fulfilling fantasies. I can't
believe you'd presume to dictate everyone's fantasies, or to denigrate
someone whose fantasies are a bit more modest than saving the world--not
intentionally, and not when it's put to you that way. Suffice it to say that
such people do exist, and are more numerous than our insular little
community tends to think. If I say "stake & garlic" on this list, everyone
thinks vampire; the rest of the world is more likely to think "medium rare,
with a baked potato."
-Raph - trade skill idea Matthew Mihaly
- trade skill idea Brian 'Psychochild' Green
- trade skill idea msew
- trade skill idea Koster, Raph
- trade skill idea Koster, Raph
- trade skill idea Matthew Mihaly
- trade skill idea Josh Olson
- trade skill idea Matthew Mihaly
- trade skill idea Koster, Raph
- trade skill idea msew
- trade skill idea Batir
- trade skill idea Arabis2000@aol.com
- Open Source 3D Interactive World Server Ian Macintosh
- Reactive keyboard J C Lawrence
- MUD-Dev digest, Vol 1 #243 - 14 msgs Dr. Cat
- Banning Players for Off-Site Activities? Ananda Dawnsinger
- Banning Players for Off-Site Activities? Madman Across the Water
- Banning Players for Off-Site Activities? sverre@munthe.net
- Banning Players for Off-Site Activities? Jeff Freeman
- Banning Players for Off-Site Activities? Matthew Mihaly
- Banning Players for Off-Site Activities? Marc Bowden
- Banning Players for Off-Site Activities? Ananda Dawnsinger
- Banning Players for Off-Site Activities? Zak Jarvis
- Banning Players for Off-Site Activities? Madman Across the Water
- Banning Players for Off-Site Activities? Vincent Archer
- Banning Players for Off-Site Activities? Dave Rickey
- Banning Players for Off-Site Activities? Ananda Dawnsinger
- Mud / Web Integeration Lee Hulbert
- Mud / Web Integeration Wes Connell
- Mud / Web Integeration Bruce
- Mud / Web Integeration Bruce
- Mud / Web Integeration KevinL
- Mud / Web Integeration msew
- Mud / Web Integeration msew
- Mud / Web Integeration Richard Tew
- Mud / Web Integeration Nathan F. Yospe
- Declaration of the Rights of Avatars sverre@munthe.net
- Declaration of the Rights of Avatars Matthew Mihaly
- Declaration of the Rights of Avatars Justin Rogers
- Declaration of the Rights of Avatars Andy
- OT: Banning Players for Off-Site Activities? Brian 'Psychochild' Green
- OT: Banning Players for Off-Site Activities? Ananda Dawnsinger
- Grandmaster Nuclear Safety Technicion or Grandmaster Warrior ( was John Szeder
- Alternate Means of EQUAL Enjoyment (formerly trade skill idea) Geoffrey MacDougall
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Zak Jarvis
- Realistic travel times/virtual terrain Inq Admin
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Matthew Mihaly
- Realistic travel times/virtual terrain Koster, Raph
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Matthew Mihaly
- Realistic travel times/virtual terrain Richard Tew
- Realistic travel times/virtual terrain Inq Admin
- Realistic travel times/virtual terrain William McCarroll
- Realistic travel times/virtual terrain Matthew Mihaly
- Realistic travel times/virtual terrain Mordengaard
- Realistic travel times/virtual terrain Justin Rogers
- Realistic travel times/virtual terrain Matthew Mihaly
- Grandmaster Nuclear Safety Technicion or Grandmaster Willowreed@aol.com
- [world-create] Progressive Aristocracy (fwd) J C Lawrence
- [world-create] Progressive Aristocracy (fwd) Matthew Mihaly
- VRML Richard Tew
- Admin: System outage J C Lawrence
- absolute vs. relative coords KevinL
- absolute vs. relative coords Inq Admin
- absolute vs. relative coords Nathan F. Yospe
- ADMIN: More troubles I'm afraid, and the details of the recovery. J C Lawrence
- integrated character webpages ala Black and White creature pages msew
- integrated character webpages ala Black and White creature pages msew
- Admin: Kang.Nu troubles J C Lawrence
- Admin: Kanga.Nu troubles... J C Lawrence
- travel times (commercial/graphical vs grassroots/text) Fredfish {E. Harper}
- travel times (commercial/graphical vs grassroots/text) the_logos@www.achaea.com
- Admin: We're back in business J C Lawrence
- Triangular Damage Infliction System Ben
- Triangular Damage Infliction System Ben Chambers
- Triangular Damage Infliction System Travis Casey
- Fwd: absolute vs. relative coords Nathan F.Yospe
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen
- Opinions (even harsh) on Castle Marrach by Skotos? Chris Lloyd
- Opinions (even harsh) on Castle Marrach by Skotos? tanis@mediacom.it
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen
- Opinions (even harsh) on Castle Marrach by Skotos? Federico Di Gregorio
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen
- Opinions (even harsh) on Castle Marrach by Skotos? Frank Crowell
- Opinions (even harsh) on Castle Marrach by Skotos? Frank Crowell
- Opinions (even harsh) on Castle Marrach by Skotos? Christopher Allen