October 2005
- DESIGN: Role playing Mike Rozak
- DESIGN: Role playing Michael Hartman
- DESIGN: Role playing Arnau Josep Rosselló Castelló
- DESIGN: Role playing Michael Hartman
- DESIGN: Role playing Arnau Josep Rosselló Castelló
- [SPAM] DESIGN: Role playing Dana V. Baldwin
- DESIGN: Role playing Mark Whittington
- DESIGN: Role playing Tess Snider
- DESIGN: Role playing ghovs
- DESIGN: Role playing Michael Hartman
- DESIGN: Role playing Amanda Walker
- DESIGN: Role playing Mike Rozak
- DESIGN: My current grand unified theory of avatar games Mike Rozak
- Reward system for social gaming? Martin Gundtoft
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? Alex McGivern
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? Arnau Josep Rosselló Castelló
- Reward system for social gaming? Kiztent
- Reward system for social gaming? Scott Jennings
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? Scott Jennings
- Reward system for social gaming? Lachek Butalek
- Reward system for social gaming? Alex McGivern
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? Damien Neil
- Reward system for social gaming? David Love
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? cruise
- Reward system for social gaming? Damien Neil
- Reward system for social gaming? Adam Miller
- Reward system for social gaming? Arnau Josep Rosselló Castelló
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? Damion Schubert
- Reward system for social gaming? lwl@black-knight.org (Lydia Leong)
- Reward system for social gaming? Tom Hunter
- Reward system for social gaming? Christopher Allen
- Reward system for social gaming? Arnau Josep Rosselló Castelló
- Reward system for social gaming? lwl@black-knight.org (Lydia Leong)
- Reward system for social gaming? Matt Chatterley
- Reward system for social gaming? cruise
- Reward system for social gaming? Arnau Josep Rosselló Castelló
- Reward system for social gaming? John Buehler
- Reward system for social gaming? Christopher Allen
- Reward system for social gaming? Freeman, Jeff
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? Sasha Hart
- Reward system for social gaming? Sean Howard
- Reward system for social gaming? Sasha Hart
- Reward system for social gaming? Sean Howard
- NPR - 'Virtual' Virus Sheds Light on Real-World Behavior Zach Collins (Siege)
- DESIGN: Role playing and Voice Chat Damion Schubert
- DESIGN: Role playing and Voice Chat Michael Hartman
- [SPAM] DESIGN: Role playing and Voice Chat Dana V. Baldwin
- [SPAM] DESIGN: Role playing and Voice Chat Michael Hartman
- [SPAM] [SPAM] DESIGN: Role playing and Voice Chat Dana V. Baldwin
- [SPAM] DESIGN: Role playing and Voice Chat Lachek Butalek
- DESIGN: Role playing and Voice Chat Damion Schubert
- DESIGN: Role playing and Voice Chat Tess Snider
- DESIGN: Role playing and Voice Chat John Buehler
- DESIGN: Role playing and Voice Chat Tess Snider
- DESIGN: Role playing and Voice Chat John Buehler
- DESIGN: Role playing and Voice Chat Ted L. Chen
- Newbie in-flow Mike Rozak
- EmlenMUD II - Can it be found? jason
- DESIGN: Role playing and Voice Chat lwl@black-knight.org (Lydia Leong)
- DESIGN: Role playing and Voice Chat Lachek Butalek
On 10/18/05, Lydia Leong <lwl@black-knight.org> wrote:
> Roleplay MUSHes that have coded combat systems (as opposed to just
> basic resolution systems) do, in fact, implement a
> non-time-sensitive, turn-based combat system.
I'm (all too! :) familiar with the concept of MUSH "TimeStops" and
similar implementations. I cut my teeth on MUSHs a decade or so ago,
and (since I have the opportunity) I must thank you wholeheartedly
for your MUSH Manual (http://www.godlike.com/mushman/) which
contributed to so many hundred hours of now long-lost buildings,
characters, code, and worlds. :)
I'd be hard pressed to call the MUSH implementation a computer
moderated combat system, though - at least the implementations I'm
familiar with are very human-moderated, partly due to a degree of
mistrust from the direction of the user towards having a
user-manipulatable object being capable of reducing their
character's hitpoints (or whatever). The way I remember it, the
formula used to go something like this:
1) Pose attacking
2) Roll your dice, having the dice system emote your success or
failure
3) Pose a follow-up depending on your roll
4) Have your opponent pose a reaction
5) Have your opponent manually detract points from their own
stats, if necessary
6) Switch sides, rinse, repeat
While this was fantastic for roleplaying and immersion, it took a
lot of time and contained very few "game" qualities. I would like to
see a modern-day innovative MMO implement a true, turn-based,
system-moderated strategic combat system, along the lines of
turn-based CRPGs, while still allowing for some posing within this
framework. On a broader scale, it would be interesting to see
innovation in all areas of time shifting - nobody looks forward to
the killing-rats-with-sticks grind, nor the four-hour (realtime)
trek on foot across the barren wasteland to eventually get to the
mysterious temple ruins.
On a related note, being an ex-MUSHer, I often think about how many
cool systems and solutions the MUSH community came up with while
using the barest minimum of code and computer moderation. It
sometimes makes me really disgusted to see the multi-million dollar
MMO productions so sorely lacking in features implemented in 6-month
old MUSHes with no budget and a codebase that could fit on a couple
of floppies. Definitely worth thinking about, for anyone
implementing an indie game today.
Respectfully,
Lachek - DESIGN: Role playing and Voice Chat lwl@black-knight.org (Lydia Leong)
- DESIGN: Role playing and Voice Chat Lachek Butalek
- DESIGN: Analysis of Fable Mike Rozak
- DGN: MMOG Game Economies Christopher D. Chapman
- DGN: MMOG Game Economies William Leader
- DGN: MMOG Game Economies rayzam
- DGN: MMOG Game Economies Tom Hunter
- DGN: MMOG Game Economies Jaycen Rigger
- DGN: MMOG Game Economies John Buehler
- DGN: MMOG Game Economies William Leader
- DGN: MMOG Game Economies John Buehler
- DGN: MMOG Game Economies Christopher D. Chapman
- DGN: MMOG Game Economies William Leader
- DGN: MMOG Game Economies Jaycen Rigger
- DGN: MMOG Game Economies Paolo Piselli
- DGN: MMOG Game Economies William Leader
- DGN: MMOG Game Economies Vincent Archer
- DGN: MMOG Game Economies Damion Schubert
- DGN: MMOG Game Economies Jaycen Rigger
- DGN: MMOG Game Economies Christopher D. Chapman
- DGN: MMOG Game Economies Jaycen Rigger
- DGN: MMOG Game Economies Artur Biesiadowski
- DGN: MMOG Game Economies William Leader
- DGN: MMOG Game Economies Kirinyaga
- DGN: MMOG Game Economies Adam Spivey
- DGN: MMOG Game Economies Jaycen Rigger
- DGN: MMOG Game Economies Christopher D. Chapman