<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Graphic MUDS/Ultima Online --> <!--X-From-R13: "Ybfgre, Dncu" <exbfgreNbevtva.rn.pbz> --> <!--X-Date: from stimpy.globecomm.net [207.51.48.4] by in12.ibm.net id 870286080.36774-1 Wed Jul 30 18:08:00 1997 CUT --> <!--X-Message-Id: c=US%a=_%p=EA%l=MOLACH-970730175105Z-157#molach,origin.ea.com --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Graphic MUDS/Ultima Online</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:rkoster#origin,ea.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00291.html">Previous</a> | <a href="msg00293.html">Next</a> ] Thread: [ <a href="msg00298.html">Previous</a> | <a href="msg00305.html">Next</a> ] Index: [ <A HREF="author.html#00292">Author</A> | <A HREF="#00292">Date</A> | <A HREF="thread.html#00292">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Graphic MUDS/Ultima Online</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <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>: [MUD-Dev] Graphic MUDS/Ultima Online</LI> <LI><em>From</em>: "Koster, Raph" <<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>></LI> <LI><em>Date</em>: Wed, 30 Jul 1997 12:51:05 -0500</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Tuesday, July 29, 1997 6:46 PM, Matt Chatterley[SMTP:root#mpc,dyn.ml.org] wrote: > On Tue, 29 Jul 1997, Koster, Raph wrote: > > Does it have the amount of language input? Absolutely not. It is also > > far more lacking in environmental adaptability, because it's plain > > harder to make a limited graphical tileset adapt to circumstance than > > it is to make text do so. Those who are used to the flexibility, and > > yes, greater options (certainly less man-hours per nifty effect), that > > text provides will find it to be a shallower experience in that > > sense. > > I can certainly imagine all of this being somewhat predominant in the > 'limitations' stake (although perhaps less so if you had a graphical > engine more than a tile set system.. ie something which could adjust > drawings on the fly. A lot more demanding though, one would imagine.) Well, there's a couple of other approaches. When we started out, the choice was basically between tileset graphics or pseudo-3d engines, and tileset seemed to offer greater flexibility and variety. Now that 3d hardware acceleration is the industry norm, I imagine choosing anything other than a full 3d engine for a mass-market product would be far riskier. > I think the market for graphical games lies not so much within > enthusiastic textmudders, but within those who have not discovered muds, > or who found text an instant turn off (ie: me before I got some good > reading glasses!). Absolutely. Then again, remember that the majority of the text mud audience is not "enthusiastic textmudders" either. :) Diehard text lovers are relatively few and far between compared to the number who play text muds because there are no reasonable alternatives in the genre. > Right. I think what Adam aimed at is that nowadays characters are more or > less static, although the world may reset - you keep your level, or > whatnot. There are probably still games where this does not apply, > somewhere! But on the whole it does, and it is this way with UOL too, is > it not? :) UO saves full world state, yes. :) > > Many muds do not have a changing environment *save as a social > > construct among players*. Their database is static. They use respawn > > systems for NPC repopulation. Even in the case of world-state-saving > > models, such as MUSHes, the database is often static because of other > > concerns (workload, for one!). TinyTIM is a marvel of interactivity, > > but it does not change much once something is added. I don't know any > > publicly released mud architectures that are not essentially static in > > this manner. > Hmm. I'd suggest the social environment to be very relevant here - it > really does effect gameplay. While many MUSH servers may seem that way - > those which allow or encourage player creation of objects and/or rooms are > certainly not, several new things which influence gameplay could pop up at > apparently 'random'. Of course the social environment is very relevant; it's crucial. It is also one of the things that oddly enough, we can take for granted. Provide enough environment (far LESS environment than a mud offers, in fact, cf IRC, ICQ, heck, ham radio, etc) and the social aspect will follow inevitably. My argument was that in terms of dynamic evolution, most muds settle for solely this one thing, the one thing they didn't have to do any work to get. :) > > These aren't done much by anyone far as I know. Then there's that > > middle layer, of developing, changing, and evolving > > storylines/creatures/etc. And this is quite within technological > > reach, and has been for some years. Almost nobody does it, of course. > > Boy, should they. I'd love to see more discussion of this on the > > list. > Yes. One way I reach towards some sort of development is with a system of > 'tribes' of monsters which behave like real population groups might. Not > enough time to go into depth now, though. What we do is have what we call a "resource model" in which everything is defined in terms of a basic hierarchy of desires taken from organizational behavior theory. Subsistence, shelter, luxuries. Then we have generalized AI routines and basic decision trees to satisfy these needs, hoard if you can, band together if you are so inclined, defend if you must... > No comment on dikus ;) Tch tch. Let's not forget the great strength of Dikus, which is also their great weakness. They are template-based architectures. They are therefore far more user-friendly to set up, maintain, and develop. They don't take a programmer or a programmer's mindset, necessarily. Because of this, many Diku-architecture muds are more creative in certain ways, because there is less of a barrier to the creative mind. Also because of this, shclocky crappy templates are common because they are relatively easy tomake, and the overall quality of the worlds built with the architecture suffers a lot. This is really a thread of its own though. > True - but really for 'revolutionary'.. not a very good word, itll do, > muds now (modern?) the concept of 'virtual world' rather than 'game' is a > far more desirable target. Obviously, I agree. :) > At the risk of sounding like a Star Wreck extra: Combat is irrelevant. > You can be a mud with no combat system. Oh, certainly. :) Defining "what is a mud" wasn't however the sole topic in Jeff's post. :) > Caffeine relies upon the state of limbs, damages all objects, handles > fatigue (among other things), relies on speed (using an experimental > coordinated system for maneuverable tactics), weight, range, and god knows > what else. The player gets relatively little control over many factors > though, which makes you wonder how worthwhile it is to have them. Direct > control, I should say. Well, I work with Richard Garriott fairly closely. He favors simplicity in his design. (Which may seem contradictory given how complex Ultimas are). But in general, he prefers simplicity for interface and also simplicity for underlying systems, as much as possible. My own approach is that you need a simple interface, of course, but that given the power of computers, you should go ahead and make a system more complex (read: capable) than you think you'll need, because if not, you'll regret it later. This is only one of the places where I am not quite compatible with commercial game development. > Hence the virtual world concept mentioned above - building a 'game' is no > longer a valid project, IMHO. Been there, done that, bought the T-Shirt > and lost the badge. :) I don't even recall when I ever saw it as only building a game. I share the same experience others had when they first checked out muds. For me it was Worlds of Carnage, which had a Crete area. A friend told me, "Hey, there's this way on the Internet to log into Europe and like walk around it, described in text!" She was totally wrong, but that has set how I saw muds, from day one. > > You can't modify the environment on MOST muds. :P You can manipulate > > some objects in limited fashions. > You can modify the environment semi-permanently on many games, and > temporarily on others. My point was that even saving world state doesn't mean much if the state isn't very different. And I count item location as not very different. Now, if that items *significance* had changed in some way (beyond what significance players attach to it). If say, it resulted in changing economic conditions, differing NPC behaviors, etc--actual change in that middle layer I mentioned earlier--then maybe I'd term that altering the environment. Keegan's paper in the newest JOMR terms full-reset-based muds "Groundhog Day" muds. Cute term (though I think Ken Grimwood's novel "Replay" was ripped off by the movie.) but it serves to underscore something fundamental: You make an item. It either spawns back when destroyed, or isn't destroyed, depending on world-state model (repop versus save-state). But when does it EVOLVE? Now, some may say that in mud architectures which permit dynamic attachment of scripted behaviors by players, stuff evolves. To get back to my example of TinyTIM, that clock or whatever it is at the entrance that by now is massively huge. But that isn't evolving by itself. That's just more functionality slapped on it by a builder of some sort. It is not dynamic; it is static save for outside intervention. It is therefore predictable. For muds to evolve, they need to become unpredictable. -Raph </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00425" HREF="msg00425.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong> <ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul> <li><strong><A NAME="00317" HREF="msg00317.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong> <ul compact><li><em>From:</em> Matt Chatterley <root#mpc,dyn.ml.org></li></ul> <li><strong><A NAME="00305" HREF="msg00305.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong> <ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00291.html">C&C and Event Rescheduling</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00293.html">[MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00298.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00305.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00292"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00292"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Graphic MUDS/Ultima Online</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="00288" HREF="msg00288.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Wed 30 Jul 1997, 15:36 GMT <UL> <LI><strong><A NAME="00418" HREF="msg00418.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 07 Aug 1997, 00:21 GMT </LI> </UL> </LI> <LI><strong><A NAME="00295" HREF="msg00295.html">Worlds VS Games, etc {was GMuds, UO}</A></strong>, Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 31 Jul 1997, 03:37 GMT </LI> <LI><strong><A NAME="00298" HREF="msg00298.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 31 Jul 1997, 06:26 GMT </LI> <LI><strong><A NAME="00292" HREF="msg00292.html">[MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 31 Jul 1997, 01:08 GMT <UL> <LI><strong><A NAME="00305" HREF="msg00305.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 31 Jul 1997, 10:01 GMT <UL> <LI><strong><A NAME="00307" HREF="msg00307.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 31 Jul 1997, 10:34 GMT </LI> <LI><strong><A NAME="00363" HREF="msg00363.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Mon 04 Aug 1997, 07:55 GMT <UL> <LI><strong><A NAME="00500" HREF="msg00500.html">Re: [MUD-Dev] Graphic MUDS/Ultima Online</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Tue 12 Aug 1997, 23:01 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>