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<H1>Re: [MUD-Dev]  Quests [was Resets, repops and quests]</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>, <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]  Quests [was Resets, repops and quests]</LI>
<LI><em>From</em>: Jeff Kesselman &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 01 Jun 1997 12:07:30 -0700</LI>
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<PRE>
At 08:03 PM 5/30/97 PST8PDT, Shawn Halpenny wrote:
&gt;Perhaps we need to try looking at them a different way.  I think that if
&gt;you're considering a scripting language interpreted by a quest engine
&gt;(and I was definitely going to do this until 5 minutes ago), you're
&gt;implicitly accepting a linear flow of events leading to the goal of the
&gt;quest. 

Not at all. Yo ucan describe anything rpetty much witha LL(1) langauge.
Your problem is that yo uare thinking in terms of structured code.

Try thinking mreo in the object oruiented way most MUD systems work
instead... they  are a good example of a dynamic system.


&gt; Is it possible to visualize each dynamic quest as a directed
&gt;graph?  A sort of "quest net"?  At each node is a subgoal whose
&gt;completion is required (in whole or in part) in order to complete the
&gt;entire quest. 

What you are describing here is a "world ganme" in IFGS terms.  it is STILL
highly progamatic, all you've done is borken the linear order...

These are better, but you can do better still if you appraoch your design
the way a Dungeon master (a good one) approaches world and adventure
design-- a good DM does NOt try to predict the ending, he builds
situations, lets the players react ot them, and reacts to the players'
reactions.

JK


</PRE>

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01026" HREF="msg01026.html">Re: [MUD-Dev] RP: TIime to define</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 02 Jun 1997, 04:05 GMT
<UL>
<LI><strong><A NAME="01034" HREF="msg01034.html">Re: [MUD-Dev] RP: TIime to define</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 03 Jan 1970, 09:40 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01021" HREF="msg01021.html">[RP v. Power Gaming v. Pkilling]</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 02 Jun 1997, 03:10 GMT
<UL>
<LI><strong><A NAME="01033" HREF="msg01033.html">Re: [MUD-Dev]  [RP v. Power Gaming v. Pkilling]</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 02 Jun 1997, 06:20 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01017" HREF="msg01017.html">Re: [MUD-Dev]  Quests [was Resets, repops and quests]</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 02 Jun 1997, 01:57 GMT
<LI><strong><A NAME="01010" HREF="msg01010.html">UNSUBSCRIBE</A></strong>, 
Dan Armstrong <a href="mailto:orion#pixi,com">orion#pixi,com</a>, Sun 01 Jun 1997, 18:15 GMT
<LI><strong><A NAME="01007" HREF="msg01007.html">DESIGN: The Rules of Magic (fwd)</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sun 01 Jun 1997, 00:37 GMT
<LI><strong><A NAME="01006" HREF="msg01006.html">Re: [MUD-Dev]	Habitat Anecdotes</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 01 Jun 1997, 00:17 GMT
<LI><strong><A NAME="01004" HREF="msg01004.html">Re: [MUD-Dev]  Social Dimensions of Habitat's Citizenry</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sat 31 May 1997, 23:56 GMT
</UL></BLOCKQUOTE>

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