<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] MUD universe --> <!--X-From-R13: pynjerapNphc.uc.pbz --> <!--X-Date: Thu, 11 Sep 1997 21:38:36 +0000 --> <!--X-Message-Id: 199709112136.OAA03053#xsvr3,cup.hp.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199709061919.VAA04808#xs1,simplex.nl --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] MUD universe</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:clawrenc#cup,hp.com"> </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="msg01183.html">Previous</a> | <a href="msg01185.html">Next</a> ] Thread: [ <a href="msg01134.html">Previous</a> | <a href="msg00819.html">Next</a> ] Index: [ <A HREF="author.html#01184">Author</A> | <A HREF="#01184">Date</A> | <A HREF="thread.html#01184">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] MUD universe</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>: Re: [MUD-Dev] MUD universe</LI> <LI><em>From</em>: <A HREF="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</A></LI> <LI><em>Date</em>: Thu, 11 Sep 97 14:33:38 -0700</LI> <LI><em>Reply-to</em>: <A HREF="mailto:claw#null,net">claw#null,net</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> In <<A HREF="msg01134.html">199709061919.VAA04808#xs1,simplex.nl</A>>, on 09/06/97 at 09:19 PM, "Felix A. Croes" <felix#xs1,simplex.nl> said: >clawrenc#cup,hp.com wrote: >> No. You need to think of side-effects, and non-linear routes to >> desired states. Consider: >Such a system deals adequately with two problems: quests cannot be >solved with a fixed ordered list of commands, and quests are properly >integrated in the mud's storyline without resets. >Two more problems remain. > - Repetitiveness. Minimum knowledge required to complete the quest: >exterminate orcs until a princess-like person is encountered, escort her >to the castle to determine her identity, repeat until solved. Even >though the global configuration might never repeat itself, the part that >is visible to the player will. After solving the quest, the player has >had no lasting effect on the world. Good heavens, did Her Highness >wander off yet again? True. This is largely implicit in my view of the function of the MUD world to my players. Rather than attempting to create a working world where the players are injected as components, I'm concetrating on a world which is deliberately crafted as the plaything of players, and where an implicit goal for players is to reduce the world and all its mechanics to toy status (a player is "bigger" than a world, players create worlds, worlds are things to be made, destroyed, tossed about and forgotten freely). This is parallels by the SimPeep population question: Do you have a hidden (virtual?) population of SimPeeps which animate and support your world but which a player can never see (all the hidden villagers, the invisible city folk, etc)? I don't. What you see is exactly what you get. No invisible population. > - Blandness. I want the type of quest where the player has to >realize that the princess' uncle does not seem very anxious to have the >princess rescued, that the court jester has an orcish brother in law, that >the king's advisor has a wry commentary on every possible situation. >Hints and cues -- which not every player might catch -- should lead to >their logical conclusion. All this is very difficult to accomplish with >a dynamic non-linear system, because it requires the programmer to >foresee every possible contingency. True. This is also a question of litarary crafting and plot construction. It might be possible as an extension of giving your NPC's motivations and basic plot structures to attempt to accomplish their motivations with (see prior threads on the area which touched on this. I recall Miro and Jon as prime contrubutors here). >I want both a dynamic system with wandering and kidnapping monsters, >and detailed non-repetitive quests. That is what led me to adopt the >parallel universe solution. Capiche. -- J C Lawrence Internet: claw#null,net (Contractor) Internet: coder#ibm,net ---------------(*) Internet: clawrenc#cup,hp.com ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="01134" HREF="msg01134.html">Re: [MUD-Dev] MUD universe</A></STRONG> <UL><LI><EM>From:</EM> "Felix A. Croes" <felix#xs1,simplex.nl></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01183.html">Re: [MUD-Dev] New topic: AI and NPCs</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01185.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01134.html">Re: [MUD-Dev] MUD universe</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00819.html">Re: [MUD-Dev] New topic: AI and NPCs</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01184"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01184"><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] MUD universe</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <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><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 <UL> <LI><strong><A NAME="01184" HREF="msg01184.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, 21:38 GMT </LI> </UL> </LI> </ul> </LI> <LI><strong><A NAME="00819" HREF="msg00819.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 28 Aug 1997, 23:36 GMT <UL> <LI><strong><A NAME="00821" HREF="msg00821.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Thu 28 Aug 1997, 23:53 GMT </LI> <LI><strong><A NAME="00824" HREF="msg00824.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Fri 29 Aug 1997, 00:08 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00844" HREF="msg00844.html">Re: [MUD-Dev] New topic: AI and NPCs</A></strong>, Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Fri 29 Aug 1997, 21:23 GMT </LI> </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>