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<H1>Re: [MUD-Dev]  Introductions and</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]  Introductions and</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>: Wed, 19 Nov 1997 09:14:15 +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 Tue, 18 Nov 1997, Mike Sellers wrote:

&gt; At 10:05 AM 11/18/97 PST8PDT, Matt Chatterley wrote:
&gt; &gt;&gt; Hi there, thought you might be interested to know that I had a go at the
&gt; &gt;&gt; player recognition system I was talking about before I lost access.
&gt; &gt;
&gt; &gt;Oo..
&gt; &gt; 
&gt; &gt;&gt; Description is currently determined by gender and age - so you might be
&gt; &gt;&gt; 'a handsome elderly gentleman' or a 'pretty young teenage girl', etc.
&gt; &gt;&gt; However, to get around the problem of 'silly names', each player gets a
&gt; &gt;&gt; random first and surname when they connect (over 100 first names for
&gt; &gt;&gt; each gender and almost 1000 surnames means duplicates are unlikely).
&gt; &gt;
&gt; &gt;Now this, is a VERY interesting twist! Does the player get to choose a
&gt; &gt;'connection' or 'account' name to log in under, and then have the 'game
&gt; &gt;name' assigned, or is the 'game name' synonymous(sp?) with the 'account'
&gt; &gt;name?
&gt; 
&gt; This *is* interesting.  Given that we randomly generate character stats all
&gt; the time in games, I'm surprised randomly generating names isn't more
&gt; prevalent.  After all, how many of us got to choose our names? :)  (And I
&gt; suppose for a fee, you could go to city hall or whatever and register to
&gt; change your name if you wanted...)

Heh! Fascinating perspective - and you're quite right too. We have some
choice in our name, as we can simply lie about it, ditto in the game. I
really do like this. Richard was at one time toying with 'parentage' of
some form - are you still thinking of this, and would you pass family
names down? 
 
&gt; &gt;&gt; Players descriptions are also determined automatically, although players
&gt; &gt;&gt; can chose their eye/hair colour when they create their character, and 
&gt; &gt;&gt; these basically sum-up the appearance.  Character descriptions are still
&gt; &gt;&gt; a long way from completion though.
&gt; &gt;&gt; 
&gt; &gt;&gt; I'd be interested to hear any of your player-recognition ideas - 
&gt; &gt;&gt; particularly on how you intend to generate descriptions.
&gt; &gt;
&gt; &gt;This is another interesting area actually, and the first point I'd keep in
&gt; &gt;mind, is that if you are aiming at a very rp-centric game, fully automated
&gt; &gt;descriptions are probably a bad idea (note: for the benefit of anyone in
&gt; &gt;the audience, rp-centric mainly refers to Tiny-derivs, but could
&gt; &gt;technically be anything. Most tiny-derivs have player-written descs, but I
&gt; &gt;know at least one which does not).
&gt; 
&gt; Perhaps you could let people write their own descs as a function of their
&gt; level/rank/score in the game?  Or, perhaps better for RPing, keep the desc
&gt; automatic, but include a bit more spice if the character is powerful in the
&gt; game, where this 'spice' accentuates the character's most powerful
&gt; attributes.  Frankly, if I never see another desc along the lines of
&gt; "flaming red hair and lips to match, ice blue eyes that at once chill your
&gt; soul and inflame your desire..." (ugh) that'll be fine with me! :)  

Heh. This reminds me of what you might consider the 'cardinal rules' of
descing, in all aspects (descing objects, rooms, and players). Personally
I find the biggest rule is:

Do not tell a player what their character is feeling, doing, or
thinking, unless you are *absolutely sure* they they will be
feeling/doing/thinking this.
 
A good example is making a statement like '.. and you find her very
attractive.'. The character who is looking at said attractive female thing
of undescribed qualities and nature may be a gay man, or a straight woman
(although this *does not* mean they can't find a woman attractive!), but
may also be a member of another race who finds her race repulsive and so
on. Such statements must either change dynamically to suit the situation,
or not be put in at all.

&gt; While we're talking about names, how do you propose to deal with
&gt; name-collision?  I've never really liked the fact that all names in typical
&gt; MUDs must be unique.  It seems like you could easily allow for multiple
&gt; name instances by keying off the combo of character name and player name
&gt; internally.  The only problem comes up in areas where, for example, I want
&gt; to talk to "Joe" or send game-mail to "Joe."  If there are a dozen Joes out
&gt; there, how do I know which one I want?  Even in the scheme described above,
&gt; you could have several "Joe Doe" characters.  I suppose you could list
&gt; further, publicly known information for each, such as occupation, general
&gt; area where they live ("Joe Doe of Tos, who is a merchant"), or in a
&gt; graphical environment, a picture of them -- anything to help other players
&gt; differentiate their Joe from all other Joes.

Hmm. Interesting. I suspect I'd answer this thusly:

Out of character communiques must go c/o the account name, which solves a
huge problem.

In character communiques might function using addresses, telephone numbers
and such, since Richard is in a fairly modern environment (aren't you?).
It is actually something I like the sound of - you can't just send someone
mail and label it 'ic', because you need to actually know all their
details.

Regards,
	-Matt Chatterley
	<A  HREF="http://user.itl.net/~neddy/index.html">http://user.itl.net/~neddy/index.html</A>
"I shall never believe that God plays dice with the world." -Einstein


</PRE>

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<li><strong><A NAME="00319" HREF="msg00319.html">Re: [MUD-Dev]  Introductions and</A></strong>
<ul compact><li><em>From:</em> Adam Wiggins &lt;nightfall#user1,inficad.com&gt;</li></ul>
<li><strong><A NAME="00317" HREF="msg00317.html">Re: [MUD-Dev]  Introductions and</A></strong>
<ul compact><li><em>From:</em> Richard Woolcock &lt;KaVir#dial,pipex.com&gt;</li></ul>
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<LI><STRONG><A NAME="00310" HREF="msg00310.html">Naming and descriptions (was Re: [MUD-Dev]  Introductions and descriptions)</A></STRONG>
<UL><LI><EM>From:</EM> Mike Sellers &lt;mike#online-alchemy,com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  Introductions and</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00868" HREF="msg00868.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Thu 18 Dec 1997, 18:52 GMT
<UL>
<LI><strong><A NAME="00887" HREF="msg00887.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Sat 20 Dec 1997, 02:27 GMT
</LI>
<LI><strong><A NAME="00931" HREF="msg00931.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Tue 23 Dec 1997, 07:26 GMT
</LI>
</UL>
</LI>
</ul>
</LI>
<LI><strong><A NAME="00310" HREF="msg00310.html">Naming and descriptions (was Re: [MUD-Dev]  Introductions and descriptions)</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Tue 18 Nov 1997, 19:40 GMT
<UL>
<LI><strong><A NAME="00313" HREF="msg00313.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 19 Nov 1997, 08:14 GMT
<UL>
<LI><strong><A NAME="00317" HREF="msg00317.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Wed 19 Nov 1997, 22:10 GMT
<UL>
<LI><strong><A NAME="00339" HREF="msg00339.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Fri 21 Nov 1997, 19:35 GMT
<UL>
<LI><strong><A NAME="00344" HREF="msg00344.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Sauron <a href="mailto:dlove#kusd,kusd.edu">dlove#kusd,kusd.edu</a>, Sat 22 Nov 1997, 02:54 GMT
<UL>
<LI><strong><A NAME="00349" HREF="msg00349.html">Re: [MUD-Dev]  Introductions and</A></strong>, 
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 22 Nov 1997, 10:24 GMT
</LI>
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