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<H1>Re: [MUD-Dev] Mud Games</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 Games</LI>
<LI><em>From</em>: Matt Chatterley <<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>></LI>
<LI><em>Date</em>: Mon, 8 Sep 1997 07:32:00 +0000 (GMT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,net</A></LI>
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<PRE>
On Sun, 7 Sep 1997, Jon A. Lambert wrote:
> On 7 Sep 97 at 2:53, Matt Chatterley wrote:
> > On Sat, 6 Sep 1997, Jon A. Lambert wrote:
> > > On 6 Sep 97 at 17:45, Matt Chatterley wrote:
>
> > > Horse racing, Bull fighting, cock fighting, frog jumping.
> > > Running, swimming, three-legged race, sack race, marathon.
> > > Archery contests, Taber tossing, Rock/shot/discus throwing, weight
> > > lifting, Gladiator events, wrestling, boxing, martial arts.
> > > Horse shoes, rowing, canoeing.
> > > hrrm.. team sports like mud-football(?)..
>
> Maybe these can be categorized:
>
> 1) Races - players or animals/pets.
> 2) Dueling - players or animals/pets.
> 3) Player executing a skill set to manipulate an object.
> 4) Team sports
Hmm. I think I'd first categorise them as "Player active" and "Player
passive", then divide them down as something like the above.
> > I've seen football (by which I mean soccer) coded badly on one mud (It
> > basically didn't work, but was a nice idea), and lots of mud have 'arena'
> > pits where players can duel (this is rather unimaginative, and on my mud
> > would be rather lethal for the players involved - no safe deaths!)
>
> Of course with referee Bubba in ring to provide warnings, checking
> equipment, etc. Wrestling and boxing might be reasonably safe
> events.
Yup - I have a provisional setup (ie: its not finished, but more or less
exists notionally) in bits of the various combat stuff to allow for
'non-lethal' combat, where you are not actually trying to kill the other
guy, but aiming at some intermediate level of injury.
> > I like the idea of translating field events (and possibly track events!)
> > onto the mud, and other sports in the vein, but I think having
> > combatative, and watchable events (as well as directly particible in) is
> > good too. Bull fighting, Cock fighting and races of some kind (which you
> > can bet on) look good to me.
>
> The gambling aspect comes almost for free. Some "house" code to
> collect and pay bets adds to player security. Side-bets handled by
> players involved.
> The spectator aspect could be exciting. I've listened to horse
> racing over the radio and would bet an exciting textual presentation
> could be made to viewers.
Yup - the excitement almost creates itself with something like this, if
you can conjure up the atmosphere of competition and the 'win/lose'
thrill/upset.
> > Oh yes. The 'fayre' is something that I will probably use - as a host
> > place for both lighthearted, and less pleasant things (something for
> > everyone - for instance a cock fight off to the side out of public view).
> > Several historical civilisations have had a great love for public games
> > and entertainment - they didn't have television!
> >
>
> I would think that much of the Fayre setup could be automated.
> Booths built, tracks laid out, targets erected, etc. over the course
> of a few mud days. These could be regularly events held in some
> conveniently empty field near town. The "lists" could be posted some
> mud days in advance, allowing players sufficient time to enter
> events.
Definitely. Certain regular events for which a town is well known, and
which attract lots of strangers (non-regular NPCs such as a 'tribe' of
tourists, and so forth), also giving us a springboard for non-regularised
quests and such.
> > > > The jousting tournament and other medieval things are somewhat cliched,
> > > > and I'd like to think of something original, hmm.
> > > > Catch-the-greased-swamp-dragon? :P
> > >
> > > Then again I haven't seen jousting implemented, so it might not be a
> > > mud cliche yet.
> >
> > True - its a thematical cliche though. It'll be implicitly possible as a
> > consequence for me (since if you have a large weapon like a lance, and are
> > on a mount, and dash at something, you joust it).
>
> Can you unhorse someone? If so, you've got the meat of it.
Thats the ticket. Being hit hard, or being hit in the horse can throw you
off.
> > > Some questions come to mind.
> > > Take the simple(?) case of a character racing event.
>
> Hmm. I have a few answers, I think.
>
> > >
> > > Can one effectively implement a "race" in a mud?
> >
> > Yes, and no - doing it in a way that has 'player participation' could be
> > tricky.
>
> Prolly.
>
> > > What sort of mud structures would be needed?
> >
> > A racetrack? :P
> >
>
> How about a course layout. At certain defined milestones/legs the
> player enters a strategy script. More below.
Hmm, yes..
> > > What sort of presentation do you deliver the racer?
> >
> > Toughie. Lots of messages, rather than room descriptions?
> >
>
> Yes. A portion of the race description that would be presented to
> the viewers. Typically those ahead of them. And perhaps some
> sensory input from their own bodies, indicating how they are feeling.
> Perhaps some clues in these messages as to why they are loosing.
This is good, indications of how tired they're getting, which bits are
aching and so forth.
> > > Would user input be needed to sustain a racing character?
> >
> > I'd say no - but we should have some degree of interaction with the
> > player, so perhaps allow 'foul play' and/or allow them to pace themselves
> > for long races (eg, run slower .. run faster .. at key points).
> >
[Snip nice race script/thing]
Regards,
-Matt Chatterley
<A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"In space, you never know when to expect danger.. except when an
Enterprise away team beams down on a routine mission." -Greg Proops
</PRE>
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<li><strong><A NAME="01157" HREF="msg01157.html">Re: [MUD-Dev] Mud Games</A></strong>
<ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul>
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<LI><STRONG><A NAME="01149" HREF="msg01149.html">Re: [MUD-Dev] Mud Games</A></STRONG>
<UL><LI><EM>From:</EM> "Jon A. Lambert" <jlsysinc#ix,netcom.com></LI></UL></LI>
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<ul><li>Thread context:
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<LI><STRONG>Re: [MUD-Dev] Mud Games</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="01140" HREF="msg01140.html">Re: [MUD-Dev] Mud Games</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 09:55 GMT
</LI>
<LI><strong><A NAME="01152" HREF="msg01152.html">Re: [MUD-Dev] Mud Games</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 08 Sep 1997, 04:15 GMT
</LI>
<LI><strong><A NAME="01139" HREF="msg01139.html">Re: [MUD-Dev] Mud Games</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sun 07 Sep 1997, 09:53 GMT
<LI><strong><A NAME="01149" HREF="msg01149.html">Re: [MUD-Dev] Mud Games</A></strong>,
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Mon 08 Sep 1997, 04:58 GMT
<LI><strong><A NAME="01156" HREF="msg01156.html">Re: [MUD-Dev] Mud Games</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 08 Sep 1997, 15:03 GMT
<LI><strong><A NAME="01157" HREF="msg01157.html">Re: [MUD-Dev] Mud Games</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Mon 08 Sep 1997, 15:27 GMT
<LI><strong><A NAME="01159" HREF="msg01159.html">Re: [MUD-Dev] Mud Games</A></strong>,
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Mon 08 Sep 1997, 16:17 GMT
</LI>
<LI><strong><A NAME="01187" HREF="msg01187.html">Re: [MUD-Dev] Mud Games</A></strong>,
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 12 Sep 1997, 00:32 GMT
<LI><strong><A NAME="01189" HREF="msg01189.html">Re: [MUD-Dev] Mud Games</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 12 Sep 1997, 13:51 GMT
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