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<H1>Re: [MUD-Dev] The 'Socialiser' problem</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] The 'Socialiser' problem</LI>
<LI><em>From</em>: Greg Munt &lt;<A HREF="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</A>&gt;</LI>
<LI><em>Date</em>: Mon, 11 Aug 1997 14:57:50 +0100 (GMT+0100)</LI>
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<PRE>
On Sat, 9 Aug 1997, Nathan Yospe wrote:

&gt; On Sat, 9 Aug 1997, Greg Munt wrote:
&gt; 
&gt; :Seperating the game into two is a possibility. However, this falls into 
&gt; :the 'two muds in one' trap. In some aspects, it can appear rather 
&gt; :contrived, and only existing as a means of attracting pure Socialisers.
&gt; 
&gt; I suppose so. I never really thought of that as a bad thing... I have
&gt; competitive chess and bridge, two competitive tetris style games, and
&gt; various other online competitions worked into the shell, along with at
&gt; least one (so far) mud and the chatrooms. The shell also accesses admin
&gt; accounts, which are _not_ player accounts plus stuff... there are three
&gt; kinds of admin account... the coder account is a protected access to the
&gt; unix shell with its own source control system... the builder (admin level)
&gt; account gives access to the game building facilities on several levels,
&gt; ranging from the golem (essentially, build as character that points and
&gt; redescribes objects) to the softcode source level editor...

Hmm. This is interesting. You seem to be developing some kind of virtual 
OS, rather than a simple mud. Do you see the possibility of providing 
more than one mud through this system as feasible? I think that the 
competitive games do add something special to this. I guess I was 
thinking purely of conventional OOC features from a stock TinyMUSH, 
rather than something that is a fully-featured part of the software (I'm 
reluctant to call it a 'game'). Do you see this sort of functionality as 
becoming more popular? (I know that Neil Robertson is/was working on 
something similar...)
 
&gt; :The feature that you refer to, allowing OOC players to page IC players, 
&gt; :would that not disrupt the 'immersion'? If you are going to allow this, 
&gt; :you may as well integrate the two areas into one. I can see no effective 
&gt; :difference - and my unwillingness to integrate abstraction with 
&gt; :virtual pseudo-reality (and the resultant problems) was the motivation for 
&gt; :the original post.
&gt; 
&gt; Pages can (of course) be blocked, and do not communicate any information,
&gt; save that "(shell acount name) has paged you". There is no way to ID the
&gt; in game id of whoever you have paged, as you are paging the shell acount.
&gt; Its minimum disruptions... sort of like a "call me when you can" message
&gt; when at work.

Sorry. I am used to the TinyMUD definition of 'page'. You don't know how much 
it hurt, having to say that :)

-------------------------------------------------------------------------------
            "Scratch muds can only ever be leaves of The Mud Tree."          
                      Discuss, using obscure references.          



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<li><strong><A NAME="00506" HREF="msg00506.html">Re: [MUD-Dev] The 'Socialiser' problem</A></strong>
<ul compact><li><em>From:</em> Nathan Yospe &lt;yospe#hawaii,edu&gt;</li></ul>
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<LI><STRONG><A NAME="00452" HREF="msg00452.html">Re: [MUD-Dev] The 'Socialiser' problem</A></STRONG>
<UL><LI><EM>From:</EM> Nathan Yospe &lt;yospe#hawaii,edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  The 'Socialiser' problem</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00439" HREF="msg00439.html">Re: [MUD-Dev]  The 'Socialiser' problem</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 09 Aug 1997, 01:32 GMT
<UL>
<LI><strong><A NAME="00450" HREF="msg00450.html">Re: [MUD-Dev] The 'Socialiser' problem</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Sat 09 Aug 1997, 17:52 GMT
<UL>
<LI><strong><A NAME="00451" HREF="msg00451.html">Re: [MUD-Dev] The 'Socialiser' problem</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 09 Aug 1997, 21:07 GMT
</LI>
<LI><strong><A NAME="00452" HREF="msg00452.html">Re: [MUD-Dev] The 'Socialiser' problem</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 09 Aug 1997, 22:05 GMT
<UL>
<LI><strong><A NAME="00463" HREF="msg00463.html">Re: [MUD-Dev] The 'Socialiser' problem</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Mon 11 Aug 1997, 16:45 GMT
<UL>
<LI><strong><A NAME="00506" HREF="msg00506.html">Re: [MUD-Dev] The 'Socialiser' problem</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Wed 13 Aug 1997, 02:47 GMT
</LI>
</UL>
</LI>
</UL>
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</LI>
</UL>
</LI>
<LI><strong><A NAME="00442" HREF="msg00442.html">Re: [MUD-Dev]  The 'Socialiser' problem</A></strong>, 
Martin Keegan <a href="mailto:martin#cam,sri.com">martin#cam,sri.com</a>, Sat 09 Aug 1997, 04:28 GMT
</LI>
<LI><strong><A NAME="00445" HREF="msg00445.html">Re: [MUD-Dev]  The 'Socialiser' problem</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 09 Aug 1997, 10:36 GMT
</LI>
<LI><strong><A NAME="00529" HREF="msg00529.html">Re: [MUD-Dev]  The 'Socialiser' problem</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 14 Aug 1997, 00:14 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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