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<H1>Re: [MUD-Dev] common server design</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] common server design</LI>
<LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI>
<LI><em>Date</em>: Mon, 30 Jun 97 17:24:38 -0700</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI>
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<PRE>
In &lt;<A HREF="msg01478.html">33B032DA.B9117C8#darklock,com</A>&gt;, on 06/24/97 
   at 09:54 PM, Caliban Tiresias Darklock &lt;caliban#darklock,com&gt; said:

&gt;Chris Gray wrote:
&gt;&gt; 
&gt;&gt; [Caliban:]

&gt;&gt; Doing that stuff while ignoring what the server is like is bound to run 
&gt;&gt; into troubles. 

&gt;That viewpoint basically hammers a fundamental theory of
&gt;object-oriented  programming, which is that no part of the program
&gt;should rely upon any knowledge or assumptions regarding the rest of the 
&gt;program. 

Which is where I arrived at the base rule for my server (long before I
had any idea of what OO was):

  Any feature must be able to be programmable on any object without
requiring code access or changes to any other object in the game.

&lt;&lt;Not advancing the thread a whole lot here, but hey, I only have 173
messages left to be caught up with the list.&gt;&gt;

&lt;&lt;&lt;Before any of you get antsy, I review every message as soon as it
hits the list, while it is being broadcast.  (I'm not paranoid enough
to review it before its broadcast -- I trust you'se guys)  However,
Actually replying to messages can and does get delayed a whole
bunch...as in now.&gt;&gt;&gt;

&gt;&gt; :I often see a sentiment expressed on this list...
&gt;&gt; 
&gt;&gt; The fact that someone doesn't intend to be totally driven by the demands
&gt;&gt; of "users" doesn't mean that person isn't interested in what users and
&gt;&gt; other implementors have to say. Quite the contrary, I would say.

&gt;I usually see that sentiment expressed when someone says "I don't
&gt;like the way you did that and I would rather see it done differently". 
&gt;(Of course, if the disagreement is expressed by saying "That sucks, 
&gt;you moron, do this instead", then I can see a little outrage being 
&gt;perfectly appropriate.) When someone says they don't like what you're 
&gt;doing, particularly if they have a well-reasoned and logical 
&gt;alternative, it generally indicates at least the *possibility* that 
&gt;you really are doing it wrong.

This suggests that there is a "right" camp and a "wrong" -- dangerous
assumptions in this game.  Heck, DIKU can be profitably held up as a
prime example of greviously bad design and general all round excellant
example of how NOT to do things -- yet, it runs, and can certainly be
defined as "working", even if you may think non-optimally.  

For me the real question is "better or worse?" and then defining what
the scale being measured is, and whether that scale is applicable to
what I want to do.  A recently commonly discussed scale is "Better or
worse for RP."  I generally don't value that scale for game design and
so largely devalue those measurements as incidental or unimportant. 
Comparitively however I value the "Better or worse for player combat"
scale a lot more.

-- 
J C Lawrence                           Internet: claw#null,net
(Contractor)                           Internet: coder#ibm,net
---------------(*)               Internet: clawrenc#cup,hp.com
...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...


</PRE>

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<LI><STRONG><A NAME="01478" HREF="msg01478.html">Re: [MUD-Dev] common server design</A></STRONG>
<UL><LI><EM>From:</EM> Caliban Tiresias Darklock &lt;caliban#darklock,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] common server design</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="01445" HREF="msg01445.html">Re: [MUD-Dev] common server design</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 23 Jun 1997, 11:32 GMT
<UL>
<LI><strong><A NAME="01616" HREF="msg01616.html">Re: [MUD-Dev] common server design</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 01 Jul 1997, 05:55 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01472" HREF="msg01472.html">Re: [MUD-Dev] common server design</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 24 Jun 1997, 13:03 GMT
<UL>
<LI><strong><A NAME="01478" HREF="msg01478.html">Re: [MUD-Dev] common server design</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 25 Jun 1997, 03:48 GMT
<UL>
<LI><strong><A NAME="01621" HREF="msg01621.html">Re: [MUD-Dev] common server design</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 01 Jul 1997, 07:38 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="01509" HREF="msg01509.html">Re: [MUD-Dev] common server design</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 26 Jun 1997, 09:00 GMT
<UL>
<LI><strong><A NAME="01521" HREF="msg01521.html">Re: [MUD-Dev] common server design</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 26 Jun 1997, 13:57 GMT
</LI>
<LI><strong><A NAME="01530" HREF="msg01530.html">Re: [MUD-Dev] common server design</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 26 Jun 1997, 16:09 GMT
</LI>
<LI><strong><A NAME="01533" HREF="msg01533.html">noise</A></strong>, 
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 26 Jun 1997, 16:49 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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