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<H1>RE: [MUD-Dev] Next gen MUD wishlist</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>: RE: [MUD-Dev] Next gen MUD wishlist</LI>
<LI><em>From</em>: "Sellers, Michael" &lt;<A HREF="mailto:MSellers#maxis,com">MSellers#maxis,com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 23 Feb 2000 10:39:08 -0800</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>
Adam wrote:
&gt; Which begs the question, of course: what really IS the next 
&gt; generation?
&gt; 
&gt; Is it simply more scalability, so that instead of 500 people online we go
&gt; to 500,000?
&gt; 
&gt; Is it more immersive worlds via graphics and sound?
&gt; 
&gt; Is it more malleable worlds, with more 'realistic' entity interactions,
and
&gt; especially more complex player&lt;-&gt;world interactions?
&gt; 
&gt; Is it better tools for organizing societies within the mud world, so that
&gt; players can better interact with each other?
&gt; 
&gt; Is it enhanced building/scripting tools so that huge, complex, dynamic
worlds
&gt; can be created without requiring thousands of work-hours of effort?
&gt; 
&gt; These are not retorical questions.  I'm wondering what really IS important
&gt; to both players and developers.  And these are high-level questions:
&gt; answers like "cross-platform migratable server processes" or "an
arbitrarily
&gt; large, spinlockable disk-based DB" are not what I have in mind.  These
&gt; are simply methods to achieve a goal - what is that goal, for the people
&gt; on this list?

I think the answers to these questions are going to vary by developer.  For
myself, I'd say the answer to the above questions are "yes."  Of course,
YMMV.  

One other thought: I haven't seen the new NeverWinter Nights so I don't know
what they actually have... but maybe the next-next-generation of MUDs will
allow developers to finally ignore the low-level questions (e.g.,
"spinlockable disk-based DBs") and focus on the game itself.  What if you
had usable tools that enabled you to put together something like a subset of
Asheron's Call, but using your own system, locations, NPCs, and story arcs?
*That* IMO will be seriously cool.  Dunno how long it'll take us to get
there though.  

Mike Sellers



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<li><strong><A NAME="00460" HREF="msg00460.html">RE: [MUD-Dev] Next gen MUD wishlist</A></strong>
<ul compact><li><em>From:</em> &lt;adam#treyarch,com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00465" HREF="msg00465.html">[MUD-Dev] (fwd) ADMIN: "A Classification Of Muds" [was 'In defence of stock muds...']</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 24 Feb 2000, 03:54 GMT
<LI><strong><A NAME="00464" HREF="msg00464.html">[MUD-Dev] (fwd) Re: Commercial-use Restrictions on Code Bases (was: help me find 100% free  graphical mud)</A></strong>, 
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Thu 24 Feb 2000, 03:50 GMT
<LI><strong><A NAME="00462" HREF="msg00462.html">[MUD-Dev] Re: MUD-Dev digest, Vol 1 #288 - 9 msgs</A></strong>, 
Dr. Cat <a href="mailto:cat#realtime,net">cat#realtime,net</a>, Thu 24 Feb 2000, 03:45 GMT
<LI><strong><A NAME="00463" HREF="msg00463.html">[MUD-Dev] Distribution</A></strong>, 
Geir Harald Hansen <a href="mailto:geirhans#ifi,uio.no">geirhans#ifi,uio.no</a>, Thu 24 Feb 2000, 03:45 GMT
<LI><strong><A NAME="00459" HREF="msg00459.html">RE: [MUD-Dev] Next gen MUD wishlist</A></strong>, 
Sellers, Michael <a href="mailto:MSellers#maxis,com">MSellers#maxis,com</a>, Wed 23 Feb 2000, 18:53 GMT
<UL>
<LI><strong><A NAME="00460" HREF="msg00460.html">RE: [MUD-Dev] Next gen MUD wishlist</A></strong>, 
adam <a href="mailto:adam#treyarch,com">adam#treyarch,com</a>, Thu 24 Feb 2000, 03:45 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00454" HREF="msg00454.html">[MUD-Dev] Newbies</A></strong>, 
Johan J Ingles-le Nobel <a href="mailto:xvf61#dial,pipex.com">xvf61#dial,pipex.com</a>, Tue 22 Feb 2000, 22:56 GMT
<UL>
<LI><strong><A NAME="00455" HREF="msg00455.html">Re: [MUD-Dev] Newbies</A></strong>, 
David Bennett <a href="mailto:ddt#discworld,imaginary.com">ddt#discworld,imaginary.com</a>, Tue 22 Feb 2000, 23:58 GMT
</LI>
<LI><strong><A NAME="00466" HREF="msg00466.html">Re: [MUD-Dev] Newbies</A></strong>, 
MichelleThompson <a href="mailto:m.a.thompson#mindspring,com">m.a.thompson#mindspring,com</a>, Thu 24 Feb 2000, 05:12 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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