June 2005
- Development and Live Team Dynamics Chris Richards
- Development and Live Team Dynamics Koster, Raph
- (no subject) Unknown
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? cruise
- DGN: Emergent Behaviors spawned from -Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? John Buehler
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? HRose
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? lwl@black-knight.org (Lydia Leong)
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? cruise@casual-tempest.net
- DGN: Emergent Behaviors spawned from - [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Damien Neil
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Michael Hartman
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] cruise
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] John Buehler
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Yggdrasil
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Damien Neil
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Damien Neil
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Damien Neil
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Paolo Piselli
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Damien Neil
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Paolo Piselli
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Richard A. Bartle
- SOC: Yee vs. Bartle II Jaycen Rigger
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Richard A. Bartle
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Paolo Piselli
- DGN: Reasons for play [was: Emergent Behaviorsspawnedfrom...] Richard A. Bartle
- DGN: Reasons for play cruise
- DGN: Reasons for play Paolo Piselli
- DGN: Reasons for play cruise
- DGN: Reasons for play Russ Whiteman
- DGN: Reasons for play Sean Howard
- DGN: Reasons for play lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play Sean Howard
- SOC: Yee vs. Bartle Jaycen Rigger
- SOC: Yee vs. Bartle Ren Reynolds
- SOC: Yee vs. Bartle Amanda Walker
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Michael Hartman
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Michael Hartman
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Michael Hartman
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Max Battcher
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Damien Neil
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] Oliver Smith
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was: Emergent Behaviorsspawned from...] Mike Rozak
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] lwl@black-knight.org (Lydia Leong)
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] cruise
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Michael Sellers
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] cruise
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Damien Neil
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Michael Hartman
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Jeff Bachtel
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Sean Howard
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Michael Hartman
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Damion Schubert
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Michael Hartman
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Jaycen Rigger
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Michael Hartman
- SOC/DGN: Enforcing Socially Acceptable Behavior Jaycen Rigger
- SOC/DGN: Enforcing Socially Acceptable Behavior Sean Howard
- SOC/DGN: Enforcing Socially Acceptable Behavior Damion Schubert
- DGN: Reasons for play [was: Emergent Behaviors spawnedfrom...] Damien Neil
- DGN: Reasons for play [was: Emergent Behaviors spawned from...] P J
- DGN: Emergent Behaviors spawned from - [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Jaycen Rigger
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Michael Hartman
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Amanda Walker
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? cruise
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Michael Hartman
- SOC: Will company sanctioned cheating hurt the MMO community? Darkwolf
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Michael Hartman
- DGN: Emergent Behaviors spawned from - Re: [MUD-Dev]SOC:Willcompany sanctioned cheating hurt theMMOcommunity? Vincent Archer
- (no subject) Unknown
- Re: Morris Cox
- BIZ: Customer Acquisition Costs in MMOs Vladimir Cole
- Castle Marrach Comic released under Creative Commons Christopher Allen
- Hosting questions Mike Rozak
- Hosting questions James Turner
- Hosting questions Mike Rozak
- Hosting questions Scott Jennings
- Hosting questions Mike Rozak
- Hosting questions ceo
- Hosting questions Kwon J. Ekstrom
- Hosting questions ceo
- Looking for a Magic System (inspired by Bartle's book) erik
- Looking for a Magic System (inspired by Bartle's book) Michael Chui
- Looking for a Magic System (inspired by Bartle's book) Richard A. Bartle
- Looking for a Magic System (inspired by Bartle's book) William Leader
- Looking for a Magic System (inspired by Bartle's book) Erik Bethke
- Looking for a Magic System (inspired by Bartle's book) William Leader
- Looking for a Magic System (inspired by Bartle's book) Jaycen Rigger
- Looking for a Magic System (inspired by Bartle's book) Eli Stevens (WG.c)
- Looking for a Magic System (inspired by Bartle's book) Akiba Liebskind
- Looking for a Magic System (inspired by Bartle's book) Matt Chatterley
- Looking for a Magic System (inspired by Bartle's book) David Love
- Looking for a Magic System (inspired by Bartle's book) Damien Neil
On 8/25/05, David Love <dlove@nighton.net> wrote:
> All of this discussion about magic-crafting has gotten me
> thinking...
> Let's assume we have a programming language that defines functions
> for applying elemental force to a target (seems to be a popular
> thing to do with magic :)):
An idea I've kicked around in the past, free for the taking to
anyone who wants it:
Spells are constructed from runes. Runes are acquired through a
variety of means--bought from vendors, found as random loot, from
quest rewards, etc. You take a few runes, connect them together,
and get a spell. It may be possible to disassemble a spell to get
your runes back for use in other spells.
Runes function as opcodes in a virtual machine. Casting a spell
executes it. Each rune has an associated mana cost, which imposes a
limit on how expensive a spell can be--anything too complicated, and
the caster will go oom. There might also be a delay associated with
each rune (determining the cast time of the spell) and a maximum
spell size.
The spell VM has a set of registers. To do something useful, a
spell must load those registers with appropriate values and execute
a "cast" rune which triggers the effect. A very simple spell might
look something like:
{ load1, assignA, load2, assignB, load4, assignC, cast }
This fills the registers A, B, and C with the values 1, 2, and 4
respectively and casts the spell. The cast opcode looks up the
spell effect based on the contents of A (1, or "heal", let's say),
the target based on B (2, or "current target"), and the potency
based on C (4, or "pretty good"). In other words, this is a simple
single-target heal.
Rune choices are structured to make certain spells more difficult to
cast than others. For example, if the "load3" rune is the only load
op available to low-level players, they won't be able to cast
anything indexed by other than powers of three. A "load1" rune
would be very valuable, since it allows access to an entire other
slice of spell effects.
There's a lot of scope for various rune effects that offer minor
variations--a rune might add 2 to register A while subtracting one
from B, or rotate the contents of the registers. New cast runes
would give access to entirely new categories of spell. Some runes
might only function under certain circumstances--outdoors, or during
the daytime. There might be conditional opcodes to allow a spell to
use more efficient (but situational) runes.
To make things more interesting for the players, none of this is
documented. There should be just enough feedback to permit the
system to be reverse engineered, but the specific details are
hidden. In particular, the exact effects of a rune are never
explicitly given.
To seed the system, players can acquire some pre-made spells from
vendors or trainers. Of course, these won't be as good as the ones
they can make themselves.
The overall system rewards players in several different ways:
Reverse-engineering the basic structure spell system will probably
be done by a small number of people who will eventually publish
their discoveries for everyone to use. They and other players will
then design and share common spells. This allows people who aren't
interested in the details of spellcrafting to avoid it--they can
just rely on common, published spells.
Since runes, however, will be a limited resource, players with a
good understanding of the spell system will have an advantage over
those who don't. By designing spells to specifically take advantage
of the runes they have access to, they will be more efficient
casters than the people who just use existing recipes.
The end result would be, ideally, to make the magic system function
somewhat like a collectable card game--having a good assortment of
cards (runes) is important, but knowing how to build a good deck
(spell) from the available ones is more so. - Looking for a Magic System (inspired by Bartle's book) Hulbert, Leland
- Attack System Dhiego Ramos
- Attack System Tiago Carita
- Attack System Damion Schubert
- Attack System Tess Snider
- Attack System Tony Hoyt
- Attack System Dhiego Ramos
- Attack System Matt Chatterley
- Looking for a Magic System (inspired by Bartle's book) Damien Neil
- Hosting questions Frederick Nacino
- Hosting questions ceo