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<H1>Re: [MUD-Dev]  MUD universe</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]  MUD universe</LI>
<LI><em>From</em>: "Felix A. Croes" &lt;<A HREF="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</A>&gt;</LI>
<LI><em>Date</em>: Fri, 5 Sep 1997 00:56:39 +0200 (MET DST)</LI>
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<PRE>
clawrenc#cup,hp.com wrote:
&gt;[...]
&gt; Not quite.  You can also have quests created by systems, which create
&gt; a desired state where the purpose of the quest is to restore a state. 
&gt; The key is to make the incidental specifics of the state indeterminate
&gt; (who kidnapped, where held, why, what obstacles need to be overcome,
&gt; etc), and only have the defining points predictable (ie princess is
&gt; missing, get her back).
&gt;
&gt; The kidnapped princess scenario as discussed here a few months ago was
&gt; a good case in point.  There any of a dozen different compeating,
&gt; cross-affecting and unpredictable systems could result in the princess
&gt; being kidnapped.  The same systmes continued after the kidnap to
&gt; shuffle the princess about and change her
&gt; what-needs-to-be-done-to-recover state frequently and unpredictably. 
&gt; The princess could wander away from her kidnappers, get lostm be lost,
&gt; be multiply kidnapped (from other kidnappers), never get kidnapped in
&gt; the first place but just be wandering, etc.  

Apologies if I am repeating obvious conclusions: the system would have
to be &lt;very&gt; dynamic to avoid visible repetitiveness to a player.  If
the princess is first kidnapped by red-headed orcs, and in the next
quest the prince is kidnapped by blue-elbowed trolls, it won't take
users long to discern a pattern, even if the individual components
do not reappear.

I have the same problem with automatically generated room
descriptions: they tend to look so...  automatically generated.


&gt;[...]
&gt; I'd also reference Vernor Vinge's "Fire Upon The Deep", where the
&gt; actual physical nature of reality and the physical laws which form the
&gt; physical universe, vary depending on where you are in the universe (eg
&gt; FTL possible/not possible, anti-gravity possible/not possible, etc
&gt; with an interesting twist that often while the structure of the
&gt; universe may allow say anti-gravity materials to work, they can't be
&gt; manufactured there).  An excellant book FWIW.

Typing this on my dual CPU machine called Tyrathect.

Felix Croes

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<li><strong><A NAME="01180" HREF="msg01180.html">Re: [MUD-Dev]  MUD universe</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
<li><strong><A NAME="01119" HREF="msg01119.html">Re: [MUD-Dev]  MUD universe</A></strong>
<ul compact><li><em>From:</em> clawrenc#cup,hp.com</li></ul>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev]  MUD universe</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00831" HREF="msg00831.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 29 Aug 1997, 00:58 GMT
</LI>
<LI><strong><A NAME="00916" HREF="msg00916.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Sun 31 Aug 1997, 20:55 GMT
<UL>
<LI><strong><A NAME="00918" HREF="msg00918.html">Re: [MUD-Dev] World full of heros</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Sun 31 Aug 1997, 21:18 GMT
<UL>
<LI><strong><A NAME="01019" HREF="msg01019.html">Re: [MUD-Dev] World full of heros</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Tue 02 Sep 1997, 19:41 GMT
</LI>
</UL>
</LI>
</UL>
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<LI><strong><A NAME="01100" HREF="msg01100.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Thu 04 Sep 1997, 22:56 GMT
<UL>
<LI><strong><A NAME="01119" HREF="msg01119.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Sat 06 Sep 1997, 00:34 GMT
</LI>
<LI><strong><A NAME="01180" HREF="msg01180.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 11 Sep 1997, 21:37 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01106" HREF="msg01106.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
Maddy <a href="mailto:maddy#fysh,org">maddy#fysh,org</a>, Fri 05 Sep 1997, 14:27 GMT
</LI>
<LI><strong><A NAME="01134" HREF="msg01134.html">Re: [MUD-Dev]  MUD universe</A></strong>, 
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Sat 06 Sep 1997, 19:19 GMT
</LI>
</ul>
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</UL></BLOCKQUOTE>

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