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<H1>Re: [MUD-Dev] distributed objects</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>: Re: [MUD-Dev] distributed objects</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 15 Feb 2000 17:52:34 -0500</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>
Eli Stevens (Grey) wrote:
&gt;
&gt;It brings up an interesting question: what happens when the meta-game is
&gt;harder than cracking the game (even when you have cracked the game and are
&gt;"cheating")?  The game designer almost says, "Cheat all you want, you still
&gt;cannot win."  What would happen then?  Is such a system possible?
&gt;
&gt;*ponders*
&gt;


Yes!  There are.  Or at least I think so...
1) A mud that implements a role-playing game of the storyteller variety.  I 
suppose that blatant plagiarism might constitute cheating.
2) A mud with a primary purpose is purely social interaction.  (AKA Mud-Dev - 
What constitutes cheating here?  How do I win?  Are there Mud-Dev meta
games?  ;-) )  
3) Diplomacy, a game where almost every form of cheating is actively 
encouraged.  It's technically feasible to cheat in a few "undesirable ways" 
in the current Net Judge implementation.  Though in FTF play the game is 
immune to cheating, well...short of physically attacking your opponents.  

--
--*     Jon A. Lambert - TychoMUD Email: jlsysinc#nospam,ix.netcom.com     *--
--*     Mud Server Developer's Page &lt;<A  HREF="http://jlsysinc.home.netcom.com">http://jlsysinc.home.netcom.com</A>&gt;      *--
--* "No Free man shall ever be debarred the use of arms." Thomas Jefferson *--





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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] distributed objects</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00378" HREF="msg00378.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Thu 17 Feb 2000, 05:42 GMT
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</ul>
<LI><strong><A NAME="00318" HREF="msg00318.html">RE: [MUD-Dev] distributed objects</A></strong>, 
Charles Hughes <a href="mailto:charles.hughes#bigfoot,com">charles.hughes#bigfoot,com</a>, Tue 15 Feb 2000, 03:39 GMT
</LI>
<LI><strong><A NAME="00319" HREF="msg00319.html">[MUD-Dev] Distributed Objects</A></strong>, 
Justin Rogers <a href="mailto:digitec#spawn2000,com">digitec#spawn2000,com</a>, Tue 15 Feb 2000, 05:39 GMT
</LI>
<LI><strong><A NAME="00325" HREF="msg00325.html">RE: [MUD-Dev] distributed objects</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 15 Feb 2000, 19:08 GMT
</LI>
<LI><strong><A NAME="00336" HREF="msg00336.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 15 Feb 2000, 23:05 GMT
</LI>
<LI><strong><A NAME="00339" HREF="msg00339.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Charles Hughes <a href="mailto:charles.hughes#bigfoot,com">charles.hughes#bigfoot,com</a>, Tue 15 Feb 2000, 23:47 GMT
<UL>
<LI><strong><A NAME="00346" HREF="msg00346.html">Re: [MUD-Dev] distributed objects</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 16 Feb 2000, 00:48 GMT
</LI>
<LI><strong><A NAME="00356" HREF="msg00356.html">Re: [MUD-Dev] distributed objects</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Wed 16 Feb 2000, 03:10 GMT
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</UL>
</LI>
<LI><strong><A NAME="00359" HREF="msg00359.html">RE: [MUD-Dev] distributed objects</A></strong>, 
Charles Hughes <a href="mailto:charles.hughes#bigfoot,com">charles.hughes#bigfoot,com</a>, Wed 16 Feb 2000, 04:58 GMT
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</UL></BLOCKQUOTE>

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