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<H1>Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</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] Affect of personalizing cannon fodder mobs</LI>
<LI><em>From</em>: Colin Coghill &lt;<A HREF="mailto:C.Coghill#auckland,ac.nz">C.Coghill#auckland,ac.nz</A>&gt;</LI>
<LI><em>Date</em>: Thu, 14 Oct 1999 16:42:25 +1300</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Lazarus wrote:
&gt;  
&gt; I think I need to start off with some background perspective for this
&gt; question.  This question is posed in the context of a hack and slash mud
&gt; where mobs repopulate every 'tick'.  Players achieve advancement in this
&gt; mud by killing large numbers of these 'mobs'.  I realize that many members
&gt; of this forum find such limitless supply of mobs unrealistic but this does
&gt; form the background of this question.

It could also be used to populate, say, a large city - where you would
be
likely to bump into any of thousands of people. 

They don't necessarily have to be killed :)
Although, I suppose the psychological aspects might be less likely to
be bad.

Perhaps a "locate missing person" type quest would be more realistic if
it was a different person getting lost each time, rather than the same
one every time someone did the quest.


I guess it's a case of giving them names adds realism, and makes the
player
aware that they're "killing" someone with an (apparent) identity. That
would
definately add to the realism, but I really couldn't even guess whether
it'd have better or worse effects psychologically.

- Colin
-- 
Colin Coghill   ICQ#8108509 |
<A  HREF="http://kcbbs.gen.nz/~colin">http://kcbbs.gen.nz/~colin</A>  |       The sleeper must awaken!
C.Coghill#auckland,ac.nz    |
----------------------------+------------------------------------
                                     Campaigning for 4 line .sigs



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<li><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>
<ul compact><li><em>From:</em> Greg Miller &lt;gmiller#classic-games,com&gt;</li></ul>
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<LI><STRONG><A NAME="00042" HREF="msg00042.html">[MUD-Dev] Affect of personalizing cannon fodder mobs</A></STRONG>
<UL><LI><EM>From:</EM> Lazarus &lt;lazarus#ourplace,org&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00042" HREF="msg00042.html">[MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Lazarus <a href="mailto:lazarus#ourplace,org">lazarus#ourplace,org</a>, Thu 14 Oct 1999, 02:33 GMT
<UL>
<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 14 Oct 1999, 04:10 GMT
<UL>
<LI><strong><A NAME="00047" HREF="msg00047.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00071" HREF="msg00071.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Fri 15 Oct 1999, 17:32 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00050" HREF="msg00050.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Colin Coghill <a href="mailto:C.Coghill#auckland,ac.nz">C.Coghill#auckland,ac.nz</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>, 
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:36 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00034" HREF="msg00034.html">[MUD-Dev] Interesting little discussion going on at /.</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 11 Oct 1999, 21:29 GMT
<LI><strong><A NAME="00033" HREF="msg00033.html">[MUD-Dev] Dan Kegel: A few notes on writing multiplayer games</A></strong>, 
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Mon 11 Oct 1999, 18:31 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00037" HREF="msg00037.html">Re: [MUD-Dev] Dan Kegel: A few notes on writing multiplayer games</A></strong>, 
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Mon 11 Oct 1999, 21:29 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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