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<H1>Re: [MUD-Dev]	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></LI>
<LI><em>Subject</em>: Re: [MUD-Dev]	Resets, repops and quests</LI>
<LI><em>From</em>: <A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A> (Chris Gray)</LI>
<LI><em>Date</em>: Sun, 1 Jun 97 14:43:48 MST</LI>
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<PRE>
:I don't like quests.  This is one reason I've never taken to LPs.  They
:are too linear - and before you argue, you'll never get a quest randomized
:enough or with enough built-in paths to make it non-linear enough for me.
:
:Our standpoint is to look at things from a simpler perspective.  How do
:stories and quests emerge in real life?  Simple - they just emerge based
:on people's actions.  There's no one (in my book, anyhow) that sits up in
:the sky carefully creating things for humans to do.

I've never imagined that quests in MUDs and other computer games have
any relationship to real life. I've always thought of them modelling the
quests that occur in mythology and fiction. Those often are quite
linear. Also, in a good quest, it should be reasonably obvious as to
what you need to accomplish (perhaps not how) at any given point, so the
fact that the sequence is linear has never bothered me, and, I'm guessing,
does not bother most puzzle solvers. The quests that do bother me are
those where you haven't the faintest idea of what you are trying to
accomplish. Randomly running around like a chicken with its head cut
off has never attracted me.

--
Chris Gray   cg#ami-cg,GraySage.Edmonton.AB.CA

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Quests [was Resets, repops and quests]</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00955" HREF="msg00955.html">Re: [MUD-Dev]  Quests [was Resets, repops and quests]</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lut.ac.uk">K.L.Lo-94#student,lut.ac.uk</a>, Fri 30 May 1997, 23:37 GMT
<UL>
<LI><strong><A NAME="00991" HREF="msg00991.html">Re: [MUD-Dev]  Quests [was Resets, repops and quests]</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 31 May 1997, 16:20 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00961" HREF="msg00961.html">Re: [MUD-Dev]  Quests [was Resets, repops and quests]</A></strong>, 
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Sat 31 May 1997, 01:17 GMT
</LI>
</ul>
<LI><strong><A NAME="00965" HREF="msg00965.html">Re: [MUD-Dev] Resets, repops and quests</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 31 May 1997, 04:33 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="01061" HREF="msg01061.html">Re: [MUD-Dev]	Resets, repops and quests</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 03 Jun 1997, 02:12 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00878" HREF="msg00878.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Wed 28 May 1997, 12:13 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00921" HREF="msg00921.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 29 May 1997, 13:03 GMT
<UL>
<LI><strong><A NAME="00924" HREF="msg00924.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#srce,hr">silovic#srce,hr</a>, Thu 29 May 1997, 16:22 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01005" HREF="msg01005.html">Re: [MUD-Dev] Rooms, 3D arrays, etc.</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>
</UL>
</LI>
</UL></BLOCKQUOTE>

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