<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Affecting the world --> <!--X-From-R13: [nevna Uevssvgu <telcubaNvnrui.ay> --> <!--X-Date: Sun, 07 Sep 1997 10:59:39 +0000 --> <!--X-Message-Id: Marcel-1.26-0907113159-b49Ky&5#Gryphon,knoware.nl --> <!--X-Content-Type: text/plain --> <!--X-Reference: Pine.BSF.3.95q.970905001446.13490C-100000#eternal,eternal-city.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Affecting the world</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:gryphon#iaehv,nl"> </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="msg01140.html">Previous</a> | <a href="msg01142.html">Next</a> ] Thread: [ <a href="msg01122.html">Previous</a> | <a href="msg01142.html">Next</a> ] Index: [ <A HREF="author.html#01141">Author</A> | <A HREF="#01141">Date</A> | <A HREF="thread.html#01141">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Affecting the world</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></LI> <LI><em>Subject</em>: [MUD-Dev] Affecting the world</LI> <LI><em>From</em>: Marian Griffith <<A HREF="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</A>></LI> <LI><em>Date</em>: Sun, 07 Sep 1997 12:31:59 +0100 (BST)</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> Hello everybody, Time for a new thread. At least for me, so I can partake in the discussion again. Most of what has passed lately was rather too deep for me, or if I thought of something to add I found that somebody else already had mention- ed it <gr>. I noticed that a lot of the general comments and a lot of the aims for muds mentioned on this list are about giving the players a more complete world in which to play. E.g adding politics to the game. Or having other actions than fighting have meaning within the game world. This is certainly a thing that I can agree with. If muds are to evolve beyond the rather simple games they are now it is probably even essential. Currently they are geared to- wards what I (cautiously) would call a masculine playing style: going out and be the strong powerfull hero by beating monsters and demons. I do not attach any value to that but I have observed that this is the kind of thing that is primarily enjoyed by males. If my own opinion may serve as an ex- ample, I would say that females in muds in general are more interested in group mechanics than in going out and kill. I'm putting to words very care- fully because I do not want to spark another male vs. female debate on this list where it is somewhat inappropriate. What I -am- trying to say is that to remain interesting in the long run and to attract a more balanced player base a mud needs more diverse goals. So that if a player loses interest in fighting, or never had that interest in the first place, they can remain in the game but persue other interests. Like a veteran of many campaigns that retires from active service and becomes farmer or marshal to a king or even simply becomes a teacher for young fighters who are just starting their ca- reers with the blade. Nothing of the above can be very new to anybody on this list. But what has made me wonder is, how do you get around the limitations of players to have an effect on the game world. What is the point of having politics if there is nothing that a politician can effectively do? In traditional muds there is only one thing that affects the world: killing monsters, and even that only lasts until the next reset. (I think that is one of the most important reasons why the enjoyment of muds gets stale so fast, but that belongs to another thread). The only other commodity on the mud, equipment, is down- played as much as possible on most of the games. And suggestions to make it a real commodity, e.g. by making unique equipment truly unique in the enti- re history of the mud, is met with violent denial most of the time. I think the only way to add new goals and interests to a mud is by allowing the players to irrevocably modify the game in more ways than simply killing things, and even that should be irrevocable. If a player kills the evil wi- zard it should remain killed, not return a couple of minutes later. If the players build a city it should become part of that world, and if it is set to fire that too should become part of the world. Likewise politics, know- ledge, tools, songs and histories should become part of the world once they are created, and remain a part until destroyed or forgotten. I do not really expect anybody on this list to fundamentally disagree with this, it has been discussed in many forms already, but are there any ideas how to go about it? I mean not in the technical sense although that is part of it also, but how to design a game around this goal? How to put checks and balances on the most dramatic power available to players (to fight and kill each other). How can politics affect the gameworld in meaningful ways? How to limit expanding the detailed world by players without hindering them in playing -that- game? Even the recent thread on having magic something to be created by players is part of this question, for if players can invent new magics that too is a way to affect players, and it requires a means to balance this ability, like all powers granted to players that affect their world require a balance. Marian -- Yes - at last - You. I Choose you. Out of all the world, out of all the seeking, I have found you, young sister of my heart! You are mine and I am yours - and never again will there be loneliness ... Rolan Choosing Talia, Arrows of the Queen, by Mercedes Lackey </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="01186" HREF="msg01186.html">Re: [MUD-Dev] Affecting the world</A></strong> <ul compact><li><em>From:</em> "Jon A. Lambert" <jlsysinc#ix,netcom.com></li></ul> <li><strong><A NAME="01142" HREF="msg01142.html">Re: [MUD-Dev] Affecting the world</A></strong> <ul compact><li><em>From:</em> Matt Chatterley <root#mpc,dyn.ml.org></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01105" HREF="msg01105.html">Re: [MUD-Dev] Character evolution</A></STRONG> <UL><LI><EM>From:</EM> The Eternal City <eternal#eternal,eternal-city.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01140.html">Re: [MUD-Dev] Mud Games</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01142.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01122.html">Re: [MUD-Dev] Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01142.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01141"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01141"><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] Character evolution</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00896" HREF="msg00896.html">Re: [MUD-Dev] Character evolution</A></strong>, The Eternal City <a href="mailto:eternal#eternal,eternal-city.com">eternal#eternal,eternal-city.com</a>, Sun 31 Aug 1997, 18:27 GMT <UL> <LI><strong><A NAME="01096" HREF="msg01096.html">Re: [MUD-Dev] Character evolution</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 04 Sep 1997, 21:30 GMT <UL> <LI><strong><A NAME="01105" HREF="msg01105.html">Re: [MUD-Dev] Character evolution</A></strong>, The Eternal City <a href="mailto:eternal#eternal,eternal-city.com">eternal#eternal,eternal-city.com</a>, Fri 05 Sep 1997, 06:18 GMT <UL> <LI><strong><A NAME="01122" HREF="msg01122.html">Re: [MUD-Dev] Character evolution</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 06 Sep 1997, 05:45 GMT </LI> <LI><strong><A NAME="01141" HREF="msg01141.html">[MUD-Dev] Affecting the world</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sun 07 Sep 1997, 10:59 GMT <UL> <LI><strong><A NAME="01142" HREF="msg01142.html">Re: [MUD-Dev] Affecting the world</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 11:47 GMT </LI> <LI><strong><A NAME="01186" HREF="msg01186.html">Re: [MUD-Dev] Affecting the world</A></strong>, Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 11 Sep 1997, 22:54 GMT <UL> <LI><strong><A NAME="01196" HREF="msg01196.html">Re: [MUD-Dev] Affecting the world</A></strong>, Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Fri 12 Sep 1997, 21:08 GMT <UL> <LI><strong><A NAME="01199" HREF="msg01199.html">Re: [MUD-Dev] Affecting the world</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Fri 12 Sep 1997, 22:27 GMT </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </UL> </LI> </ul> </ul> </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>