<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: MUD Design doc - Combat --> <!--X-From-R13: "Ybfgre, Dncu" <exbfgreNbevtva.rn.pbz> --> <!--X-Date: Wed, 13 Jan 1999 07:51:06 -0800 --> <!--X-Message-Id: 11A17AA2B9EAD111BCEA00A0C9B41793EDC928#forest,origin.ea.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: MUD Design doc - Combat</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:rkoster#origin,ea.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00130.html">Previous</a> | <a href="msg00132.html">Next</a> ] Thread: [ <a href="msg00117.html">Previous</a> | <a href="msg00136.html">Next</a> ] Index: [ <A HREF="author.html#00131">Author</A> | <A HREF="#00131">Date</A> | <A HREF="thread.html#00131">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: MUD Design doc - Combat</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI> <LI><em>Subject</em>: [MUD-Dev] Re: MUD Design doc - Combat </LI> <LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></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> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> > -----Original Message----- > From: J C Lawrence [<A HREF="mailto:claw#under,engr.sgi.com">mailto:claw#under,engr.sgi.com</A>] > Sent: Tuesday, January 12, 1999 6:33 PM > To: mud-dev#kanga,nu > Subject: [MUD-Dev] Re: MUD Design doc - Combat > > > On Mon, 11 Jan 1999 08:22:05 -0800 > T Alexander Popiel<popiel#snugharbor,com> wrote: > > > The obvious pitfall to charging money for things like 'say' is > > that pretty soon most of your players will stop talking to each > > 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. > A curious observation along that line is that for many people having > to type is actively considered as part of the cost of a command. > Thus a "say" command, which typically contains a fair bit of user > text, is subjectively considered an expensive command as it requires > 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). > I've often seen comments by players along the line of, "I'm sick of > 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. > Ease of use is the big hidden cost. Isn't it always? :) -Raph </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <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 <claw#under,engr.sgi.com></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 <adam#angel,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00130.html">[MUD-Dev] Re: MUD Design doc (long)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00132.html">[MUD-Dev] Re: Levels versus Skills, who uses them and when.</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00117.html">[MUD-Dev] Re: MUD Design doc - Combat</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00136.html">[MUD-Dev] Re: MUD Design doc - Combat</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00131"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00131"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <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> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>