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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 &lt;<A HREF="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</A>&gt;</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:

&gt; On  7 Sep 97 at 2:53, Matt Chatterley wrote:
&gt; &gt; On Sat, 6 Sep 1997, Jon A. Lambert wrote:
&gt; &gt; &gt; On  6 Sep 97 at 17:45, Matt Chatterley wrote:
&gt; 
&gt; &gt; &gt; Horse racing, Bull fighting, cock fighting, frog jumping.
&gt; &gt; &gt; Running, swimming, three-legged race, sack race, marathon.
&gt; &gt; &gt; Archery contests, Taber tossing, Rock/shot/discus throwing, weight 
&gt; &gt; &gt; lifting, Gladiator events, wrestling, boxing, martial arts.
&gt; &gt; &gt; Horse shoes, rowing, canoeing.
&gt; &gt; &gt; hrrm.. team sports like mud-football(?)..
&gt; 
&gt; Maybe these can be categorized:
&gt; 
&gt; 1) Races - players or animals/pets.
&gt; 2) Dueling - players or animals/pets.
&gt; 3) Player executing a skill set to manipulate an object.
&gt; 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.
 
&gt; &gt; I've seen football (by which I mean soccer) coded badly on one mud (It
&gt; &gt; basically didn't work, but was a nice idea), and lots of mud have 'arena'
&gt; &gt; pits where players can duel (this is rather unimaginative, and on my mud
&gt; &gt; would be rather lethal for the players involved - no safe deaths!)
&gt; 
&gt; Of course with referee Bubba in ring to provide warnings, checking 
&gt; equipment, etc.  Wrestling and boxing might be reasonably safe 
&gt; 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.
 
&gt; &gt; I like the idea of translating field events (and possibly track events!)
&gt; &gt; onto the mud, and other sports in the vein, but I think having
&gt; &gt; combatative, and watchable events (as well as directly particible in) is
&gt; &gt; good too. Bull fighting, Cock fighting and races of some kind (which you
&gt; &gt; can bet on) look good to me.
&gt; 
&gt; The gambling aspect comes almost for free.  Some "house" code to 
&gt; collect and pay bets adds to player security.  Side-bets handled by 
&gt; players involved.
&gt; The spectator aspect could be exciting.  I've listened to horse 
&gt; racing over the radio and would bet an exciting textual presentation 
&gt; 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.
 
&gt; &gt; Oh yes. The 'fayre' is something that I will probably use - as a host
&gt; &gt; place for both lighthearted, and less pleasant things (something for
&gt; &gt; everyone - for instance a cock fight off to the side out of public view).
&gt; &gt; Several historical civilisations have had a great love for public games
&gt; &gt; and entertainment - they didn't have television!
&gt; &gt;
&gt; 
&gt; I would think that much of the Fayre setup could be automated.  
&gt; Booths built, tracks laid out, targets erected, etc. over the course 
&gt; of a few mud days.  These could be regularly events held in some 
&gt; conveniently empty field near town.  The "lists" could be posted some 
&gt; mud days in advance, allowing players sufficient time to enter 
&gt; 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.

&gt; &gt; &gt; &gt; The jousting tournament and other medieval things are somewhat cliched,
&gt; &gt; &gt; &gt; and I'd like to think of something original, hmm.
&gt; &gt; &gt; &gt; Catch-the-greased-swamp-dragon? :P
&gt; &gt; &gt; 
&gt; &gt; &gt; Then again I haven't seen jousting implemented, so it might not be a 
&gt; &gt; &gt; mud cliche yet.
&gt; &gt; 
&gt; &gt; True - its a thematical cliche though. It'll be implicitly possible as a
&gt; &gt; consequence for me (since if you have a large weapon like a lance, and are
&gt; &gt; on a mount, and dash at something, you joust it).
&gt; 
&gt; 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.
  
&gt; &gt; &gt; Some questions come to mind. 
&gt; &gt; &gt; Take the simple(?) case of a character racing event. 
&gt; 
&gt; Hmm. I have a few answers, I think.
&gt; 
&gt; &gt; &gt; 
&gt; &gt; &gt; Can one effectively implement a "race" in a mud?  
&gt; &gt; 
&gt; &gt; Yes, and no - doing it in a way that has 'player participation' could be
&gt; &gt; tricky.
&gt; 
&gt; Prolly.
&gt; 
&gt; &gt; &gt; What sort of mud structures would be needed?  
&gt; &gt; 
&gt; &gt; A racetrack? :P
&gt; &gt;
&gt; 
&gt; How about a course layout.  At certain defined milestones/legs the 
&gt; player enters a strategy script. More below. 

Hmm, yes..
 
&gt; &gt; &gt; What sort of presentation do you deliver the racer?
&gt; &gt; 
&gt; &gt; Toughie. Lots of messages, rather than room descriptions?
&gt; &gt; 
&gt; 
&gt; Yes.  A portion of the race description that would be presented to
&gt; the viewers.  Typically those ahead of them.  And perhaps some
&gt; sensory input from their own bodies, indicating how they are feeling.
&gt; 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.
 
&gt; &gt; &gt; Would user input be needed to sustain a racing character?
&gt; &gt; 
&gt; &gt; I'd say no - but we should have some degree of interaction with the
&gt; &gt; player, so perhaps allow 'foul play' and/or allow them to pace themselves
&gt; &gt; for long races (eg, run slower .. run faster .. at key points).
&gt; &gt;

[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" &lt;jlsysinc#ix,netcom.com&gt;</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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