<!-- MHonArc v2.4.4 --> <!--X-Subject: Types of game --> <!--X-From-R13: [ngg Qunggreyrl <ebbgNzcp.qla.zy.bet> --> <!--X-Date: Sat, 20 Sep 1997 14:07:00 +0000 --> <!--X-Message-Id: Pine.LNX.3.96.970920145416.122F-100000#mpc,dyn.ml.org --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Types of game</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:root#mpc,dyn.ml.org"> </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="msg01315.html">Previous</a> | <a href="msg01317.html">Next</a> ] Thread: [ <a href="msg01347.html">Previous</a> | <a href="msg01321.html">Next</a> ] Index: [ <A HREF="author.html#01316">Author</A> | <A HREF="#01316">Date</A> | <A HREF="thread.html#01316">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Types of game</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: Mud-Dev list <<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>></LI> <LI><em>Subject</em>: Types of game</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>: Sat, 20 Sep 1997 15:05:20 +0000 (GMT)</LI> <LI><em>Reply-To</em>: <A HREF="mailto:neddy#itl,net">neddy#itl,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> I finally got around to compacting some of these thoughts and sending them here. They fit in quite well with some of the recent user-base relevant debates, depending on the light you take them in. There are basically three types of game. Or rather, three types of game element. Each game is composed of these elements, which places it somewhere inbetween all three points, on a sliding scale with three ends (a three dimensional model works best if you want to actually draw this). Some elements cannot be defined as strictly belonging to one type of game, and thus exist as points on the scale themselves. This isn't really important, just worth stating ahead of time. The three basic types are: Roleplaying, being those games with a very strict, hardcore roleplaying environment, total separation of IC/OOC, and many characteristics often associated with what people like to call "MUSHes". While the Tiny derivative servers are often best suited to these games, they are not the only ones under which it can exist (this is true of all game types - they are completely server independant). Common elements in very hardcore roleplaying environments are 'approval' for characters before they are allowed onto the game grid, and often presentation in full numerical detail of the characters abilities to the player. Many such games employ some form of 'mediator' to OOCly provide solutions for IC situations which are causing the players problems. Death is commonly by agreement only, too. The separation of IC/OOC also allows an extremely strict definition line to be drawn between the notions of 'player' and 'character'. Hack'n'Slash, being the other far end of the scale, games which are soley based around killing things, be it other players, or NPCs. There is no IC/OOC separation, nor is any encouraged (often atmospheres are hostile to RP, but this is a coincidental social dynamic). Players are given full numerical represenation of their abilities (the notion of 'character' is not really necessary, since it is not separated from the notion of 'player'), and often those of the equipment around (for instance "This sword is WC 10 and does 2d9"). The goals vary, from simply having fun (no overall gain possible due to regular resets of the entire game, including players), to reaching a certain level, or something different - these goals are rarely abstract, and usually very straightforward, with sheer tenacity and lots of online time being requim for completion. Adventure, being the third (and often seen as intermeditary type, although I would argue that it stands on its own as a separate and different entity as much as the other two). This is an altogether greyer area, or rather appears that way since it is hard to define. However, you may have noticed you do not entirely agree with my previous two definitions, suggesting they are also grey areas, and nothing is certain. This is a correct observation. Adventure games often comprise many different aspects of gameplay, and lean more towards 'virtual world simulation' than 'RP game' or 'Kill stuff lots'. One common element used to abstract from the combatative nature of many gamers is to introduce quests, which are not always centered around personal or large scale combat. Many other things are done to introduce the RP game notion of 'player' being separate from 'character', and the player is presented with vaguer information about the character and environment (much as we have available in real life), for instance being told they are very strong compared to the normal human, rather than "You have strength 64.23". Cogitate, deliberate, and dissect. Regards, -Matt Chatterley <A HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A> "Smoking is one of the leading causes of statistics." -? </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="01339" HREF="msg01339.html">Re: [MUD-Dev] Types of game</A></strong> <ul compact><li><em>From:</em> coder#ibm,net</li></ul> <li><strong><A NAME="01321" HREF="msg01321.html">Re: [MUD-Dev] Types of game</A></strong> <ul compact><li><em>From:</em> caliban#darklock,com (Caliban Tiresias Darklock)</li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg01315.html">Re: [MUD-Dev] Affecting the world</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg01317.html">Re: [MUD-Dev] Usability and interface and who the hell is supposed to</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg01347.html">Re: [MUD-Dev] Types of game</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01321.html">Re: [MUD-Dev] Types of game</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#01316"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#01316"><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] Usability and interface</STRONG>, <EM>(continued)</EM> <ul compact> <LI><strong><A NAME="01515" HREF="msg01515.html">Re: [MUD-Dev] Usability and interface</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sat 27 Sep 1997, 23:29 GMT </LI> </ul> </LI> <LI><strong><A NAME="01323" HREF="msg01323.html">RE: [MUD-Dev] Types of game</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Sat 20 Sep 1997, 19:45 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="01334" HREF="msg01334.html">Re: [MUD-Dev] Types of game</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 21 Sep 1997, 02:24 GMT </LI> <LI><strong><A NAME="01347" HREF="msg01347.html">Re: [MUD-Dev] Types of game</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 21 Sep 1997, 23:52 GMT </LI> </UL> </LI> <LI><strong><A NAME="01316" HREF="msg01316.html">Types of game</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 20 Sep 1997, 14:07 GMT <UL> <LI><strong><A NAME="01321" HREF="msg01321.html">Re: [MUD-Dev] Types of game</A></strong>, Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 20 Sep 1997, 19:35 GMT <UL> <LI><strong><A NAME="01325" HREF="msg01325.html">Re: [MUD-Dev] Types of game</A></strong>, Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Sat 20 Sep 1997, 20:16 GMT </LI> <LI><strong><A NAME="01338" HREF="msg01338.html">Re: [MUD-Dev] Types of game</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sun 21 Sep 1997, 08:58 GMT </LI> </UL> </LI> <LI><strong><A NAME="01339" HREF="msg01339.html">Re: [MUD-Dev] Types of game</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 21 Sep 1997, 16:46 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>