<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Reusable plots for quests --> <!--X-From-R13: Rreevpx Xbarf <thagureNbayvar1.zntahf1.pbz> --> <!--X-Date: Sun, 26 Oct 1997 09:52:12 +0000 --> <!--X-Message-Id: Pine.SV4.3.93.971026042333.29242C-100000@online1 --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199710231704.RAA47664#out1,ibm.net --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Reusable plots for quests</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:gunther#online1,magnus1.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="msg00154.html">Previous</a> | <a href="msg00156.html">Next</a> ] Thread: [ <a href="msg00210.html">Previous</a> | <a href="msg00026.html">Next</a> ] Index: [ <A HREF="author.html#00155">Author</A> | <A HREF="#00155">Date</A> | <A HREF="thread.html#00155">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Reusable plots for quests</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] Reusable plots for quests</LI> <LI><em>From</em>: Derrick Jones <<A HREF="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</A>></LI> <LI><em>Date</em>: Sun, 26 Oct 1997 04:57:30 -0500 (EST)</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Thu, 23 Oct 1997 coder#ibm,net wrote: > > On 20/10/97 at 09:54 AM, "Travis Casey" <efindel#polaris,net> said: > >Brandon J. Rickman <ashes#pc4,zennet.com> wrote: > >>On Sat, 11 Oct 1997 22:58:39 PST8PDT "Travis Casey" > >><efindel#polaris,net> wrote: > >>>Brian Price <blprice#bedford,net> wrote: > > >IMHO, a mud should not have a "steady-state" position -- if it does, then > >the players can't really change the world in any significant way, and all > >their actions are for naught. While this might be realistic, it's > >definitely not fitting in the heroic mold. > > I don't think this is possible if there is any form of game continuity > (echoes of the evolution threads that ran a while back?). Consider, if it > is possible for players to fundamentally affect and change the game, and > the game does not have a steady state, then the game will progressively > mutate over time until it becomes utterly alien to its initial > incarnation. > I think here its just a matter of scale. Set some physical laws of your mud-universe and have them locked and static. Design your mud-world to function within those laws, and do not allow changes to violate those laws. Anything else is free game. This will keep the rate of mutations in the muds evolution down to a slow crawl (players will learn to adapt to the different physical limits of the mud-universe), and the game mechanics can be updated to match the current game state. > Consider: Could you make a game which was playable in Flatland but which > was also equally playable in out RL world, __and__ in the interesting > warps of time and space about a black whole, __and_ in a high magic world > etc etc etc? The change from one state to another would be so slow that players wouldn't be playing the same game in the Flatland as in one that modeled RL. Also, if the physical laws of the mud-world remain consistant, major deviations outside the scope of the game design shouldn't be possible. > Much more tempting I think is to attempt a game world which interally > strives to maintain a macro steady state. Sure, there can eb major > upheavals and changes to the internal structure and minutae of the world, > but the bnasic pattern remains unchanged, and left to its own devices, the > game world will internally conspire to return the minutae to their > default-ish characteristics. I would add the caveat that since the game-world is rarely left to its own devices, that even major change is possible. An example would be if you had a mud where in order to return from the dead, you had to pass through a certain portal (a simplified model of course), and justified NPC re-population as the NPC doing whatever had to be done to get to its specific portal, then passing through. Now if you seal that portal beyond the ability of the NPC to reopen it, that NPC is forever and irrevocably dead. If this is repeated for all trolls on the entire mud-world, and the portals are vigalantly guarded, trolls would forever vanish from the game, especially if the life-force-energy slowly dissipates if you are on the dead-side of the portal. > Thus you can have a game which is set, perhaps, in the Rebel Alliance > against Darth Vader, The Rebel's are never totally defeated, and Darth > Vader never actually dies. The game then occurs within the defined steady > state of the war. What particular planets are on what side, who lives, > who doesn't, and what the curent power balance is, is all in flux with the > curves asymptotic on both sides. > You're describing more of an ongoing unsolvable quest. Another way to look at the game would be to start with the Rebels vs the Empire senario, then, (if the Rebels should happen to lose) let there be some pockets of seemingly hopeless resistance which could be a start of the Second Rebellion, or (if Darth Vader falls) you could have a new threaght challenge the newly formed Alliance Republic (there were several books written in such a setting). The general genre of game (good vs evil sci-fi Star Wars Universe) hasn't changed, but the goals and personas have. Gunther </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="00143" HREF="msg00143.html">Re: [MUD-Dev] Reusable plots for quests</A></STRONG> <UL><LI><EM>From:</EM> coder#ibm,net</LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00154.html">Re: [MUD-Dev] Usability and interface ...</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00156.html">Re: [MUD-Dev] Reusable plots for quests</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00210.html">Re: [MUD-Dev] Reusable plots for quests</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00026.html">Re: [MUD-Dev] Carnage, scripting newbie guides</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00155"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00155"><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] Reusable plots for quests</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00156" HREF="msg00156.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sun 26 Oct 1997, 11:21 GMT <UL> <LI><strong><A NAME="00161" HREF="msg00161.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 28 Oct 1997, 17:36 GMT </LI> </UL> </LI> <LI><strong><A NAME="00175" HREF="msg00175.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 30 Oct 1997, 17:43 GMT <UL> <LI><strong><A NAME="00210" HREF="msg00210.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Sun 02 Nov 1997, 20:14 GMT </LI> </UL> </LI> </ul> </ul> <LI><strong><A NAME="00155" HREF="msg00155.html">Re: [MUD-Dev] Reusable plots for quests</A></strong>, Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Sun 26 Oct 1997, 09:52 GMT </LI> </ul> </ul> </ul> </LI> <LI><strong><A NAME="00026" HREF="msg00026.html">Re: [MUD-Dev] Carnage, scripting newbie guides</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 02 Oct 1997, 16:13 GMT <LI><strong><A NAME="00021" HREF="msg00021.html">Re: [MUD-Dev] Balance of Character Power</A></strong>, clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Thu 02 Oct 1997, 01:00 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00045" HREF="msg00045.html">Re: [MUD-Dev] Balance of Character Power</A></strong>, Travis Casey <a href="mailto:efindel#polaris,net">efindel#polaris,net</a>, Sun 05 Oct 1997, 19:48 GMT <UL> <LI><strong><A NAME="00054" HREF="msg00054.html">Re: [MUD-Dev] Balance of Character Power</A></strong>, Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Mon 06 Oct 1997, 13:55 GMT </LI> </UL> </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>