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<H1>Re: [MUD-Dev] The Relationship between pkers and monster AI?</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] The Relationship between pkers and monster AI?</LI>
<LI><em>From</em>: "Travis S. Casey" <<A HREF="mailto:efindel#io,com">efindel#io,com</A>></LI>
<LI><em>Date</em>: Thu, 14 Oct 1999 13:38:24 -0500 (CDT)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: <A HREF="mailto:mud-dev-admin#kanga,nu">mud-dev-admin#kanga,nu</A></LI>
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<PRE>
On Thu, 14 Oct 1999, Greg Miller wrote:
> Travis Casey wrote:
> > What's preventing you? The fact that some players want to talk
> > in-character doesn't stop you from talking out-of-character to other
> > players -- or even to those players, if they're agreeable to it. If
> > you want *all* socialization to be direct, why bother having
> > "characters" at all?
>
> Because it's a game, and characters are a suitable mechanic for a
> certain class of games. Take the class of video games known as "vertical
> shooters"... They generally have a space ship/super fighter/whatever
> with which you blast the enemy. Why, since nobody roleplays in those
> games? Because controlling that ship is an entertaining mechanic in the
> game.
There's a difference between "Player X's piece" in a game and a character.
In the games which you mention, the ships are no more "characters" than a
game piece in Monopoly is. Similarly, one doesn't have a "character" in
Doom -- you have a game piece which is your representative in the game.
"Character" to me implies that there is supposed to be some degree of
characterization -- i.e., that the "character" is supposed to act
differently than the "player" might in the same circumstances. Without
that, a "character" is nothing more than a game piece, and there's no real
point in distinguishing between the"character" and the player.
That's the sense in which I meant my comment -- if all socialization is
directly between players, all you have are game pieces. There's nothing
intrinsically wrong with that, but why call them "characters" in that
case?
> > In my own experience, most mud players have never *tried* roleplaying.
> > Thus, they can't know whether it would be fun for them or not.
>
> Most have never tried suicide, either, but they have an idea of what
> it's about.
Correction: they *think* they know what it's about. Unfortunately, many
"roleplayers" on muds are very bad examples -- especially some of those
who are most vocal about it.
--
|\ _,,,---,,_ Travis S. Casey <efindel#io,com>
ZZzz /,`.-'`' -. ;-;;,_ No one agrees with me. Not even me.
|,4- ) )-,_..;\ ( `'-'
'---''(_/--' `-'\_)
_______________________________________________
MUD-Dev maillist - MUD-Dev#kanga,nu
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<li><strong><A NAME="00064" HREF="msg00064.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>
<ul compact><li><em>From:</em> Greg Miller <gmiller#classic-games,com></li></ul>
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<LI><STRONG><A NAME="00053" HREF="msg00053.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></STRONG>
<UL><LI><EM>From:</EM> Greg Miller <gmiller#classic-games,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The Relationship between pkers and monster AI?</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00081" HREF="msg00081.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Fri 15 Oct 1999, 22:25 GMT
</LI>
</ul>
<LI><strong><A NAME="00046" HREF="msg00046.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
</LI>
<LI><strong><A NAME="00049" HREF="msg00049.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
</LI>
<LI><strong><A NAME="00053" HREF="msg00053.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 18:07 GMT
<UL>
<LI><strong><A NAME="00060" HREF="msg00060.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>,
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 14 Oct 1999, 18:41 GMT
<UL>
<LI><strong><A NAME="00064" HREF="msg00064.html">Re: [MUD-Dev] The Relationship between pkers and monster AI?</A></strong>,
Greg Miller <a href="mailto:gmiller#classic-games,com">gmiller#classic-games,com</a>, Thu 14 Oct 1999, 21:29 GMT
<UL>
<LI><strong><A NAME="00065" HREF="msg00065.html">[MUD-Dev] Pueblo</A></strong>,
Mik Clarke <a href="mailto:mikclrk#attglobal,net">mikclrk#attglobal,net</a>, Thu 14 Oct 1999, 21:58 GMT
<UL>
<LI><strong><A NAME="00067" HREF="msg00067.html">[MUD-Dev] Pueblo</A></strong>,
Par Winzell <a href="mailto:zell#alyx,com">zell#alyx,com</a>, Thu 14 Oct 1999, 22:33 GMT
</LI>
</UL>
</LI>
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</LI>
</UL>
</LI>
</UL>
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</ul>
</LI>
<LI><strong><A NAME="00041" HREF="msg00041.html">[MUD-Dev] Coolmud</A></strong>,
Ilya, Game Commandos <a href="mailto:Ilya#gamecommandos,com">Ilya#gamecommandos,com</a>, Thu 14 Oct 1999, 02:33 GMT
</UL></BLOCKQUOTE>
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