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<H1>Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</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] Affect of personalizing cannon fodder mobs</LI>
<LI><em>From</em>: Colin Coghill <<A HREF="mailto:C.Coghill#auckland,ac.nz">C.Coghill#auckland,ac.nz</A>></LI>
<LI><em>Date</em>: Thu, 14 Oct 1999 16:42:25 +1300</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Lazarus wrote:
>
> I think I need to start off with some background perspective for this
> question. This question is posed in the context of a hack and slash mud
> where mobs repopulate every 'tick'. Players achieve advancement in this
> mud by killing large numbers of these 'mobs'. I realize that many members
> of this forum find such limitless supply of mobs unrealistic but this does
> form the background of this question.
It could also be used to populate, say, a large city - where you would
be
likely to bump into any of thousands of people.
They don't necessarily have to be killed :)
Although, I suppose the psychological aspects might be less likely to
be bad.
Perhaps a "locate missing person" type quest would be more realistic if
it was a different person getting lost each time, rather than the same
one every time someone did the quest.
I guess it's a case of giving them names adds realism, and makes the
player
aware that they're "killing" someone with an (apparent) identity. That
would
definately add to the realism, but I really couldn't even guess whether
it'd have better or worse effects psychologically.
- Colin
--
Colin Coghill ICQ#8108509 |
<A HREF="http://kcbbs.gen.nz/~colin">http://kcbbs.gen.nz/~colin</A> | The sleeper must awaken!
C.Coghill#auckland,ac.nz |
----------------------------+------------------------------------
Campaigning for 4 line .sigs
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<li><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>
<ul compact><li><em>From:</em> Greg Miller <gmiller#classic-games,com></li></ul>
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<LI><STRONG><A NAME="00042" HREF="msg00042.html">[MUD-Dev] Affect of personalizing cannon fodder mobs</A></STRONG>
<UL><LI><EM>From:</EM> Lazarus <lazarus#ourplace,org></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00042" HREF="msg00042.html">[MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>,
Lazarus <a href="mailto:lazarus#ourplace,org">lazarus#ourplace,org</a>, Thu 14 Oct 1999, 02:33 GMT
<UL>
<LI><strong><A NAME="00043" HREF="msg00043.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Thu 14 Oct 1999, 04:10 GMT
<UL>
<LI><strong><A NAME="00047" HREF="msg00047.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>,
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00071" HREF="msg00071.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>,
Chris Turner <a href="mailto:christ#rd,bbc.co.uk">christ#rd,bbc.co.uk</a>, Fri 15 Oct 1999, 17:32 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00050" HREF="msg00050.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>,
Colin Coghill <a href="mailto:C.Coghill#auckland,ac.nz">C.Coghill#auckland,ac.nz</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00059" HREF="msg00059.html">Re: [MUD-Dev] Affect of personalizing cannon fodder mobs</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:36 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00034" HREF="msg00034.html">[MUD-Dev] Interesting little discussion going on at /.</A></strong>,
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 11 Oct 1999, 21:29 GMT
<LI><strong><A NAME="00033" HREF="msg00033.html">[MUD-Dev] Dan Kegel: A few notes on writing multiplayer games</A></strong>,
J C Lawrence <a href="mailto:claw#varesearch,com">claw#varesearch,com</a>, Mon 11 Oct 1999, 18:31 GMT
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00037" HREF="msg00037.html">Re: [MUD-Dev] Dan Kegel: A few notes on writing multiplayer games</A></strong>,
Bruce Mitchener, Jr. <a href="mailto:bruce#puremagic,com">bruce#puremagic,com</a>, Mon 11 Oct 1999, 21:29 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
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