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<H1>Re: [MUD-Dev] Dynamic muds</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Dynamic muds</LI>
<LI><em>From</em>: Asmodeus &lt;<A HREF="mailto:asmodeus#benshaw,com">asmodeus#benshaw,com</A>&gt;</LI>
<LI><em>Date</em>: Mon, 20 Sep 1999 16:25:17 -0400 (EDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Mon, 20 Sep 1999, ryan wrote:

&lt;snip re: Ryan's past experience etc&gt;

&gt; Are truly dynamic
&gt; rooms, in your opinion, worth spending the extra
&gt; effort? In dynamic, I mean that the description changes with day/night,
&gt; seasons, etc. It obviously requires extra work, but not an
&gt; entire re-write. I want to make sure that, when my mud does go alpha on the
&gt; internet, that builders will be willing do to this and
&gt; not be daunted by the task. There is more than dynamic rooms too, there are
&gt; intelligent NPCs among other things. But what is
&gt; your opinion? As for administrators, if you have gone the dynamic route,
&gt; what was the feedback from your builders? And players,
&gt; what do you think of dynamic rooms and how they add to the atmosphere of a mud?

 I spend some of my spare time puttering around with a LPMUD of my very
own (and which I always end up adding new low-level code for, but no areas
:-) and IMHO, dynamic (as in day/night, weather cycles) is a must, if just
to create more possibilities and a more realistic ("Hey, why is it always a
bright, sunny day here?") environment for the players to run around in.

 I think intelligent NPCs will always be more of a goal on the horizon 
than a goal which is realized (kinda like Write Once Run Anywhere Java),
but one which I'm also pondering about (specifically, NPC memories, common
knowledge, gossip, and so on).  I think its also a worthy goal, mainly
because I'm sick of "dumb" NPCs :-)

 Making things dynamic, like day/night cycles is (IMO again) a Good
Thing(tm) but it also puts more of a burdon on the coders, because they
have to put more effort into their areas in order to keep the standards of
your MUD up (ie: not having some static light levels, and some
time-dependant, especially for interconnected rooms).

 To sum up, adding all these dynamic things to a MUD (IMO) makes it a
better MUD, but your coders also have to be better, and you also need to
have more documentation for them (how else will they ever learn how to
_use_ all the cool coder-toys on the MUD?).  That's also another point:
If the builders/coders don't actually use your hard-implemented features,
its a moot point.  You either have to make it easy for them to use your
MUD's features, or force them to (by QA/forced standards), or both
(ideally).

Just my $0.02 CDN... nah, make that $0.03...
.Shawn





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<UL><LI><STRONG>References</STRONG>:
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<LI><STRONG><A NAME="00413" HREF="msg00413.html">[MUD-Dev] Dynamic muds</A></STRONG>
<UL><LI><EM>From:</EM> ryan &lt;ixiterra#microworld,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: Dynamic muds</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00458" HREF="msg00458.html">Re: [MUD-Dev] Re: Dynamic muds</A></strong>, 
Colin Coghill <a href="mailto:C.Coghill#auckland,ac.nz">C.Coghill#auckland,ac.nz</a>, Wed 22 Sep 1999, 18:08 GMT
</LI>
</ul>
<LI><strong><A NAME="00509" HREF="msg00509.html">RE: [MUD-Dev] Re: Dynamic muds</A></strong>, 
Eli Stevens (KiZurich) <a href="mailto:ens017#mizzou,edu">ens017#mizzou,edu</a>, Mon 27 Sep 1999, 16:59 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00447" HREF="msg00447.html">Re: [MUD-Dev] Re: Dynamic muds</A></strong>, 
Mik Clarke <a href="mailto:mikclrk#ibm,net">mikclrk#ibm,net</a>, Tue 21 Sep 1999, 23:56 GMT
</LI>
<LI><strong><A NAME="00495" HREF="msg00495.html">Re: [MUD-Dev] Re: Dynamic muds</A></strong>, 
Arlie Stephens <a href="mailto:arlie#netcom,com">arlie#netcom,com</a>, Fri 24 Sep 1999, 18:32 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00424" HREF="msg00424.html">Re: [MUD-Dev] Dynamic muds</A></strong>, 
Asmodeus <a href="mailto:asmodeus#benshaw,com">asmodeus#benshaw,com</a>, Mon 20 Sep 1999, 22:34 GMT
</LI>
<LI><strong><A NAME="00438" HREF="msg00438.html">Re: [MUD-Dev] Dynamic muds</A></strong>, 
Ronan Farrell <a href="mailto:rfarrell#ssldesign,com">rfarrell#ssldesign,com</a>, Tue 21 Sep 1999, 23:54 GMT
</LI>
<LI><strong><A NAME="00448" HREF="msg00448.html">RE: [MUD-Dev] Dynamic muds</A></strong>, 
Eli Stevens (KiZurich) <a href="mailto:ens017#mizzou,edu">ens017#mizzou,edu</a>, Tue 21 Sep 1999, 23:57 GMT
</LI>
<LI><strong><A NAME="00442" HREF="msg00442.html">Re: [MUD-Dev] Dynamic muds</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Tue 21 Sep 1999, 23:59 GMT
</LI>
<LI><strong><A NAME="00460" HREF="msg00460.html">Re: [MUD-Dev] Dynamic muds</A></strong>, 
Christopher Allen <a href="mailto:gmfangs#asmrb,org">gmfangs#asmrb,org</a>, Wed 22 Sep 1999, 18:09 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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