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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>: Vadim Tkachenko &lt;<A HREF="mailto:vadimt#4cs,com">vadimt#4cs,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 09 Dec 1997 14:48:54 -0600</LI>
<LI><em>Sender</em>: <A HREF="mailto:vt#vadimt,4cs.com">vt#vadimt,4cs.com</A></LI>
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<PRE>
coder#ibm,net wrote:
&gt; 
&gt; On 09/11/97 at 06:22 PM, "Jon A. Lambert" &lt;jlsysinc#ix,netcom.com&gt; said:
&gt; &gt;On  9 Nov 97 at 11:00, Marian Griffith wrote:
&gt; 
&gt; &gt;&gt; Why grant players powers above those the guards enjoy. If players can
&gt; &gt;&gt; have little fortresses  that others find it impossible to enter  then
&gt; &gt;&gt; why not a town as well?
&gt; 
&gt; &gt;Good point.  The only answer I can think of, is that players have
&gt; &gt;feelings.  Mud monsters, well, they're made out of rubber. ;)
&gt; 
&gt; One could champion the idea of reducing players to the level of
&gt; monsters/NPC's as part of the game definition...

Why reducing? Lets' consider:

Q: What is a difference between a monster and NPC?
A: None, except that NPC is apparently is able to talk and [pretend to]
express other sign of intelligence (which presumes a different level of
hostility, too).

Do you consider a dragon a monster or NPC? In according to fantasy
books, dragons are highly intelligent and can talk many languages...

Q: What is a difference between a PC and NPC?
A: None, except that NPC is being controlled by the computer, and PC by
the player (which is not true in some MUDs when the player is offline).

Conclusion: NPC == PC == monster, to some extent.

By the way, if you look at that from the implementation point of view,
you'll find the structure greatly simplified - why, I've recently seen
some RPG product, in which the NPC and Monster classes weren't even
derived from a common ansector!

All you need to do is just attach the different behavior control
adapters - and then, a situation is possible when, say, admin is able to
take control over some NPC/monster and RP it...

&gt; J C Lawrence

-- 
Still alive and smile stays on,
Vadim Tkachenko &lt;VadimT#4CS,Com&gt;
--
UNIX _is_ user friendly, he's just very picky about who his friends are</PRE>
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<li><strong><A NAME="00721" HREF="msg00721.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>
<ul compact><li><em>From:</em> coder#ibm,net</li></ul>
<li><strong><A NAME="00649" HREF="msg00649.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>
<ul compact><li><em>From:</em> Matt Chatterley &lt;root#mpc,dyn.ml.org&gt;</li></ul>
<li><strong><A NAME="00603" HREF="msg00603.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>
<ul compact><li><em>From:</em> Sauron &lt;dlove#kusd,kusd.edu&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Fear of magic (was:Usability and interface)</STRONG>, <EM>(continued)</EM>
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<LI><strong><A NAME="00586" HREF="msg00586.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Tue 09 Dec 1997, 19:50 GMT
<LI><strong><A NAME="00624" HREF="msg00624.html">Players as Monsters/NPCs</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Wed 10 Dec 1997, 07:09 GMT
<LI><strong><A NAME="00651" HREF="msg00651.html">Re: [MUD-Dev]  Players as Monsters/NPCs</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Wed 10 Dec 1997, 21:56 GMT
<LI><strong><A NAME="00683" HREF="msg00683.html">Re: [MUD-Dev]  Players as Monsters/NPCs</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 11 Dec 1997, 05:44 GMT
</LI>
</LI>
</LI>
</LI>
<LI><strong><A NAME="00589" HREF="msg00589.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Tue 09 Dec 1997, 20:45 GMT
<LI><strong><A NAME="00603" HREF="msg00603.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, 00:03 GMT
</LI>
<LI><strong><A NAME="00649" HREF="msg00649.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, 
Matt Chatterley <a href="mailto:root#mpc,dyn.ml.org">root#mpc,dyn.ml.org</a>, Wed 10 Dec 1997, 21:48 GMT
<LI><strong><A NAME="00655" HREF="msg00655.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, 
Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Wed 10 Dec 1997, 22:58 GMT
</LI>
</LI>
<LI><strong><A NAME="00721" HREF="msg00721.html">Re: [MUD-Dev] Fear of magic (was:Usability and interface)</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Fri 12 Dec 1997, 04:21 GMT
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