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<H1>[MUD-Dev] Re: Eye movement.</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Eye movement.</LI>
<LI><em>From</em>: "S. Patrick Gallaty" &lt;<A HREF="mailto:patrick#gric,com">patrick#gric,com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 13 Aug 1998 09:33:12 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Some of the things we are talking about have been done on the Nightmare
mudlib, and Xyllomir (spelling?) mud and on After the Plague which I reported
on earlier.

Nightmare has a 'sensing' system, and it's possible due to light levels and
perception to not notice something... but hear it.  Messages I have seen
in these muds are like this :

A tan-skinned dark-haired elf enters.
&gt;Remember elf as Myron
Elf remembered as Myron
Myron looks at you.

Once when a kobold thief was hiding near me and trying to steal from me :

You hear the rustling of armor.
You smell something strange.
You hear the tinking of coins.

And messages one often sees are :

You hear someone shouting nearby.
You hear a male voice shouting to the east.
You hear Goofus shouting in Eltherian to the east.
Goofus shouts "I am over here, dog!" from the east.

All in all I think it's a pretty good compromise.  I've never played on Xyllomir
but I think I probably should at some point if it's still around.
Amazing the cool hacks I find on some of these european muds and they
have user populations of 1-3 people on average.


-----Original Message-----
From: quzah &lt;quzah#geocities,com&gt;
To: mud-dev#kanga,nu &lt;mud-dev#kanga,nu&gt;
Date: Thursday, August 13, 1998 6:35 AM
Subject: [MUD-Dev] Re: Eye movement.


|
|-----Original Message-----
|From: James Wilson &lt;jwilson#rochester,rr.com&gt;
|To: mud-dev#kanga,nu &lt;mud-dev#kanga,nu&gt;
|Date: Thursday, August 13, 1998 5:52 AM
|Subject: [MUD-Dev] Re: Eye movement.
|
|[Snip my first blurb on eye movement]
|
|[Snip reply about varying social aspects due to viewer's state
| and abilities. +example]
|
|&gt;One could also construct misperceptions between races, nations, and
|economic
|&gt;classes of humans, of course. Members of a clan might notice details
|significant
|&gt;only to their clan (or perhaps to an opposing clan).
|
|Yes, it seems like you could come up with some really good examples
|of this, automatic renaming and such, as opposed to long blurbs would
|be good. Also, I guess you would want to save the 'last known state'
|of the character. So you could end up with something like:
|
|Boffo enters the room, you notice something a bit odd about his
|appearance, but you don't imediatly place it. Then it hits you,
|Boffo is missing his right arm! Now that you think about it, he
|seems to be limping, and is nearly naked, scratched and beaten
|to a pulp.
|
|Yeah, it's a poor example, but I thought it was funny ;)
|
|[Snip my poor example of clinking armor.]
|
|&gt;this sort of automatic perception would be good, but one must also consider
|that
|&gt;we 'see' things differently as we are exposed to them once, twice, many
|times.
|&gt;That is, if 'the stranger' comes through here several times in ten minutes,
|the
|&gt;viewer doesn't need the full description that she got the first time she
|saw
|&gt;him, AND should probably not call him 'the stranger' after she's seen him
|&gt;several times. 'The little bug-eyed man' would be more apropos.
|
|Agreed on this.
|
|&gt;There is also a fuzzy distinction here between perception ("clink!") and
|&gt;interpretation ("clinks are probably the sound of heavy armor"). Some
|&gt;interpretation is a Good Thing in order to make people bigots (which is
|only
|&gt;realistic) and make the environment a richer, but too much interpretation
|is a
|&gt;Bad Thing when it gets in the way of the player using their
|imagination/wits.
|&gt;Maybe you just report the clink and let the hearer decide if they think
|that's
|&gt;armor or not. However, there are clinks and there are clinks; presumably a
|&gt;dime-dropping clink would sound different from an armor-hitting-chain
|clink,
|&gt;and the character (as opposed to the user) would be able to make that
|&gt;distinction. So maybe you report it as above. This will be an important
|area
|&gt;aesthetically, as the amount of interpretation provided will color every
|user's
|&gt;experience.
|
|Yeah, I was just throwing out an example, and I agree on the fact
|that you'd just want sounds to be sounds, and not necessarily put
|a strict designation on them.
|
|&gt;
|&gt;James (using kmail now, hopefully my lines are wrapping properly... death
|to
|&gt;Outlook!)
|
|Heh, yeah, outlook is hell. What you need to do is just force
|a return on your lines, so they're shorter than what you are
|quoting. That's what I do anyway, and it seems to work ok for
|the most part.
|
|&gt;p.s. isn't 'quzah!' what the zulus yell out in battle? ;)
|
|I'm not sure. I don't know any Zulus. It stems from the mid-
|east (of the globe, where all the oil is from and such) and is
|a god from there abouts, as far as I remember anyway ;)
|-Q-
|
|
|
|--
|MUD-Dev: Advancing an unrealised future.
|
|



</PRE>

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<li><strong><A NAME="00706" HREF="msg00706.html">[MUD-Dev] Re: Eye movement.</A></strong>
<ul compact><li><em>From:</em> "T. Alexander Popiel" &lt;popiel#snugharbor,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00707" HREF="msg00707.html">[MUD-Dev] OGR: Ion Storm's Witchboy talks about the functionality of enemy AI.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 13 Aug 1998, 20:06 GMT
<UL>
<LI><strong><A NAME="00709" HREF="msg00709.html">[MUD-Dev] Re: OGR: Ion Storm's Witchboy talks about the functionalityof enemy AI.</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Thu 13 Aug 1998, 20:36 GMT
<UL>
<LI><strong><A NAME="00710" HREF="msg00710.html">[MUD-Dev] Re: OGR: Ion Storm's Witchboy talks about the functionality of enemy AI.</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 13 Aug 1998, 20:41 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00702" HREF="msg00702.html">[MUD-Dev] Re: Eye movement.</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Thu 13 Aug 1998, 13:27 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00704" HREF="msg00704.html">[MUD-Dev] Re: Eye movement.</A></strong>, 
S. Patrick Gallaty <a href="mailto:patrick#gric,com">patrick#gric,com</a>, Thu 13 Aug 1998, 16:33 GMT
<UL>
<LI><strong><A NAME="00706" HREF="msg00706.html">[MUD-Dev] Re: Eye movement.</A></strong>, 
T. Alexander Popiel <a href="mailto:popiel#snugharbor,com">popiel#snugharbor,com</a>, Thu 13 Aug 1998, 17:51 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00699" HREF="msg00699.html">[MUD-Dev] Eye movement.</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Thu 13 Aug 1998, 11:52 GMT
<UL>
<LI><strong><A NAME="00701" HREF="msg00701.html">[MUD-Dev] Re: Eye movement.</A></strong>, 
James Wilson <a href="mailto:jwilson#rochester,rr.com">jwilson#rochester,rr.com</a>, Thu 13 Aug 1998, 12:51 GMT
<UL>
<LI><strong><A NAME="00705" HREF="msg00705.html">[MUD-Dev] Re: Eye movement.</A></strong>, 
Hans-Henrik Staerfeldt <a href="mailto:hhs#cbs,dtu.dk">hhs#cbs,dtu.dk</a>, Thu 13 Aug 1998, 17:32 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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