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<H1>Re: [MUD-Dev] Fear of magic (was:Usability and interface)</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] Fear of magic (was:Usability and interface)</LI>
<LI><em>From</em>: Derrick Jones <<A HREF="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</A>></LI>
<LI><em>Date</em>: Mon, 3 Nov 1997 06:11:47 -0500 (EST)</LI>
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<PRE>
On Sun, 2 Nov 1997, Brandon J. Rickman wrote:
> On Sun, 2 Nov 1997 15:15:06 PST8PDT,
> Marian Griffith <gryphon#iaehv,nl> wrote:
> >On Sun 02 Nov, Sauron wrote:
> >> why? seriously you either place your character in a "safe room" where
> >> they cant be attacked (if the game allows such rooms) or you leave your
> >> connection active (their are numerous programs out there that will
> >> reconnect for you if you get dumped) and it is not very hard to program
> >> a simple script that will run when attacked or respond by saying run a
> >> room, hide, when X enters, attack X, run, etc.
> >
> >You're joking right? I can't afford to leave my computer connected all
> >day even if I wanted to. And no, things like those automatic reactions
> >may be simple for you but I wouldn't know how to begin. Not to mention
> >that I have no interest in finding out because I do not enjoy the type
> >of game it implies.
>
> The point of this is when you are playing the game you should be
> on the edge of your seat (danger at every turn, if you don't know that
> expression), but when you aren't playing *you aren't playing.*
> Screw the "unrealistic" or inconsistent consequences, the game is
> there for me to enjoy on an immediate level.
Yes, I was being thoroughly sarcastic in suggesting players should stay
connected. But your character can remain in-game even though you are not
on-line, in which case you are not playing, but your character is.
Here's a question that just occured to me: should players skills improve
through activities performed when they are off-line? (Or should they gain
experience for exp-based systems) Imagine for example that a thief breaks
into the house and the (offline) character uses spells/skills via simple
automation to save his/her life/possessions. The character used the
skills in a danger situation, which fits the gaining criteria for most
systems, and therefore the _character_ should be more learned when the
player returns. The _player_, however learned nothing in the encounter,
and would probably wonder how a dead thief managed to lay down at the
characters feet...
> Here's a crazy thought: a mud is like a gym. Some people go to the
> gym in the morning, some in the afternoon, some in the evening.
> Each crowd tends to have some common characteristics (the morning
> people are salarymen working out before work, students in the
> afternoon, singles in the evening) but there are always exceptions.
> Most people go to the gym just to improve their stats. But whatever
> competition occurs between people has to happen simultaneously.
>
> Hm, I seem to have strayed a bit from the original subject. Make
> that a four dimensional gym, a three dimensional world that exists
> "inside" the gym and the fourth where the players step in and
> out through time.
The analogy breaks down if you decide to follow someone home from the gym.
Your character can't follow a linkless character back through the web to
exact some revenge. (although I've known of one case where a guy
reportedly drove three states to beat up someone for Pkilling them...)
Gunther
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<LI><STRONG><A NAME="00219" HREF="msg00219.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></STRONG>
<UL><LI><EM>From:</EM> "Brandon J. Rickman" <ashes#pc4,zennet.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: OT: threading list messages</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00246" HREF="msg00246.html">Re: [MUD-Dev] Re: OT: threading list messages</A></strong>,
Alex Oren <a href="mailto:alexo#bigfoot,com">alexo#bigfoot,com</a>, Thu 06 Nov 1997, 11:32 GMT
</LI>
<LI><strong><A NAME="00248" HREF="msg00248.html">Re: OT: threading list messages</A></strong>,
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Fri 07 Nov 1997, 01:38 GMT
</LI>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00241" HREF="msg00241.html">AI Path Finding</A></strong>,
Todd Lair <a href="mailto:tlair#mailzone,com">tlair#mailzone,com</a>, Wed 05 Nov 1997, 17:18 GMT
<LI><strong><A NAME="00219" HREF="msg00219.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Mon 03 Nov 1997, 00:43 GMT
<UL>
<LI><strong><A NAME="00226" HREF="msg00226.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
Derrick Jones <a href="mailto:gunther#online1,magnus1.com">gunther#online1,magnus1.com</a>, Mon 03 Nov 1997, 11:06 GMT
</LI>
</UL>
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00594" HREF="msg00594.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Tue 09 Dec 1997, 21:58 GMT
</LI>
<LI><strong><A NAME="00613" HREF="msg00613.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
Stephen Zepp <a href="mailto:zoran#enid,com">zoran#enid,com</a>, Wed 10 Dec 1997, 05:03 GMT
<UL>
<LI><strong><A NAME="00654" HREF="msg00654.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
Sauron <a href="mailto:dlove#kusd,kusd.edu">dlove#kusd,kusd.edu</a>, Wed 10 Dec 1997, 22:55 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00623" HREF="msg00623.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 10 Dec 1997, 06:57 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
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