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<H1>Re: [MUD-Dev] Elder Games</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Elder Games</LI>
<LI><em>From</em>: Chris Gray <<A HREF="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</A>></LI>
<LI><em>Date</em>: Sat, 13 Mar 1999 11:50:28 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
[Caliban Tiresias Darklock:]
>I think one of the things you can do, in very general terms, is to make
>some ongoing inexhaustible aspect of the game a lot of fun but completely
>level-independent. For example, one thing I find annoying about a lot of
>games is the static environment. You always know that if you go three steps
>north of town, there will be some specific area. That shouldn't always be
>true... once someone maps out the whole game, the exploration aspect is
>gone. If the game remaps itself somehow, then it remains explorable
>forever. Keep some small core area static, and let everything else be
>amorphous.
As a player, I think I'd hate it if normal terrain areas changed on me.
Areas inside strange puzzles, fine, but not the main terrain. Unless of
course you have some good in-game reason for things changing. What I
would rather have is new terrain to explore, whether it be manually
created by builders or automatically built by some good terrain
generation stuff.
--
Don't design inefficiency in - it'll happen in the implementation.
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA
<A HREF="http://www.GraySage.Edmonton.AB.CA/cg/">http://www.GraySage.Edmonton.AB.CA/cg/</A>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00583" HREF="msg00583.html">[MUD-Dev] OT ADMIN: Web links to MUD-Dev</A></strong>,
J C Lawrence <a href="mailto:claw#kanga,nu">claw#kanga,nu</a>, Sun 14 Mar 1999, 15:38 GMT
<LI><strong><A NAME="00558" HREF="msg00558.html">RE: [MUD-Dev] Balancing a Mud</A></strong>,
Neerenberg, AaronX <a href="mailto:aaronx.neerenberg#intel,com">aaronx.neerenberg#intel,com</a>, Fri 12 Mar 1999, 22:04 GMT
<LI><strong><A NAME="00555" HREF="msg00555.html">[MUD-Dev] ADMIN: Signature length</A></strong>,
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Fri 12 Mar 1999, 17:20 GMT
<LI><strong><A NAME="00553" HREF="msg00553.html">RE: [MUD-Dev] Elder Games</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 12 Mar 1999, 15:59 GMT
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00568" HREF="msg00568.html">Re: [MUD-Dev] Elder Games</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sat 13 Mar 1999, 11:57 GMT
</LI>
<LI><strong><A NAME="00574" HREF="msg00574.html">Re: [MUD-Dev] Elder Games</A></strong>,
Kylotan <a href="mailto:kylotan#kylotan,force9.co.uk">kylotan#kylotan,force9.co.uk</a>, Sat 13 Mar 1999, 19:30 GMT
<UL>
<LI><strong><A NAME="00575" HREF="msg00575.html">Re: [MUD-Dev] Elder Games</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Sat 13 Mar 1999, 20:14 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00576" HREF="msg00576.html">Re: [MUD-Dev] Elder Games</A></strong>,
Kylotan <a href="mailto:kylotan#kylotan,force9.co.uk">kylotan#kylotan,force9.co.uk</a>, Sat 13 Mar 1999, 20:57 GMT
</LI>
<LI><strong><A NAME="00588" HREF="msg00588.html">RE: [MUD-Dev] Elder Games</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 15 Mar 1999, 07:39 GMT
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