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<H1>[MUD-Dev] Re: MUD Design doc - Combat</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: MUD Design doc - Combat </LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 13 Jan 1999 09:46:37 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


&gt; -----Original Message-----
&gt; From: J C Lawrence [<A  HREF="mailto:claw#under,engr.sgi.com">mailto:claw#under,engr.sgi.com</A>]
&gt; Sent: Tuesday, January 12, 1999 6:33 PM
&gt; To: mud-dev#kanga,nu
&gt; Subject: [MUD-Dev] Re: MUD Design doc - Combat 
&gt; 
&gt; 
&gt; On Mon, 11 Jan 1999 08:22:05 -0800 
&gt; T Alexander Popiel&lt;popiel#snugharbor,com&gt; wrote:
&gt; 
&gt; &gt; The obvious pitfall to charging money for things like 'say' is
&gt; &gt; that pretty soon most of your players will stop talking to each
&gt; &gt; other.  This makes for a pretty boring game, IMNSHO.

I have seen muds that charge movement points for yelling and/or
shouting, presumably in order to reduce spam. They seem to me to be
missing the point that interaction with others is why one plays a mud as
opposed to a standalone game. Channeling communication for higher signal
is more profitable for the game than merely preventing it.

&gt; A curious observation along that line is that for many people having
&gt; to type is actively considered as part of the cost of a command.
&gt; Thus a "say" command, which typically contains a fair bit of user
&gt; text, is subjectively considered an expensive command as it requires
&gt; more typing than, "kill bubba".

This is absolutely true; else we would not have the proliferation of
fancy autocompletion systems in mud parsers. Note that the most basic
abbreviations on a mud are those for "say" and "emote".

It would be worth debating whether speech should need a command at all;
just typing talks, and all other commands require a prefixed symbol
instead. Graphical muds seem to be following this path--EverQuest for
example requires a slash / in front of its commands, as in /who, /con,
etc. It would be interesting to see how this would manifest in a text
mud, and what environments it would be suited for. I considered once
adding a "converse" mode to Legend, wherein whatever you typed was
assumed to just be speech until you changed modes back to normal
(possibly a "locked tell", since tell conversations entail typing "tell
bubba" over and over--and you can only abbreviate names so far in a
populated playerbase before you run into conflicts).

&gt; I've often seen comments by players along the line of, "I'm sick of
&gt; typing (chatting), I'm off to kill something."

Which is probably why many see real-time voice as the "killer app" for
online games. The effort is reduced to a bare minimum. It does fly in
the face of roleplaying, unless APIs like Voxware's "Voice Fonts" become
common, cheap technology.

&gt; Ease of use is the big hidden cost.

Isn't it always? :)

-Raph


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<li><strong><A NAME="00144" HREF="msg00144.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>
<ul compact><li><em>From:</em> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</li></ul>
<li><strong><A NAME="00136" HREF="msg00136.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>
<ul compact><li><em>From:</em> Adam Wiggins &lt;adam#angel,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: MUD Design doc - Combat</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00067" HREF="msg00067.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
Kristen Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Wed 06 Jan 1999, 21:09 GMT
</LI>
<LI><strong><A NAME="00080" HREF="msg00080.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
Kristen Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Thu 07 Jan 1999, 03:06 GMT
</LI>
<LI><strong><A NAME="00110" HREF="msg00110.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Tue 12 Jan 1999, 06:51 GMT
<UL>
<LI><strong><A NAME="00117" HREF="msg00117.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
T. Alexander Popiel <a href="mailto:popiel#snugharbor,com">popiel#snugharbor,com</a>, Tue 12 Jan 1999, 17:38 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00131" HREF="msg00131.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 13 Jan 1999, 15:51 GMT
<UL>
<LI><strong><A NAME="00136" HREF="msg00136.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 13 Jan 1999, 18:42 GMT
</LI>
<LI><strong><A NAME="00144" HREF="msg00144.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 13 Jan 1999, 23:16 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00158" HREF="msg00158.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
quzah [softhome] <a href="mailto:quzah#softhome,net">quzah#softhome,net</a>, Thu 14 Jan 1999, 03:12 GMT
</LI>
<LI><strong><A NAME="00291" HREF="msg00291.html">[MUD-Dev] Re: MUD Design doc - Combat</A></strong>, 
Dr. Cat <a href="mailto:cat#oldzoom,bga.com">cat#oldzoom,bga.com</a>, Tue 26 Jan 1999, 20:57 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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