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<H1>Re: [MUD-Dev] Re: Family, was characters per account</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] Re: Family, was characters per account </LI>
<LI><em>From</em>: Kevin Littlejohn <<A HREF="mailto:darius#connect,com.au">darius#connect,com.au</A>></LI>
<LI><em>Date</em>: Tue, 11 Apr 2000 14:51:43 +1000</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
>>> Paul Schwanz - Enterprise Services wrote
>
> Daniel wrote:
> >p.s. I actually like the idea (or rather 'Mark Wells' idea,
> >ahem) of character persistence. I'd really like to build
> >it into a future game. Heavens, though, not for realism's
> >sake (I vaguely recall this being his principal motivation),
> >but rather that it increases attachment to the world and
> >opens up some interesting gameplay avenues. And yes, you
> >would need some sophisticated AI/scripting to make it work,
> >making it a pretty scary implementation proposition.
I read this and wasn't sure what character persistance was...
> As to interesting gameplay avenues opened, imagine trying to
> play out Tolkien's masterpiece without character persistence.
> The bearer of the ring would _have_ to be an NPC, since a PC
> could wink out of existence at the drop of a hat. What then
> happens to the ring? Does it just drop to the ground to be
> picked up by whomever is nearby? And what of the fellowship?
> Now Aragorn is here...now he is not. Poor Frodo will never
> know whom he can trust to be there to defend him against the
> black riders...or black rider...or no riders...where'd the
> rider's go? Hehe.
I read this and understood ;)
There's an answer of sorts to the issue of complexity in scripting. That's
to provide a really solid scripting engine in-game, and allow players to
code what their character will do while they're not logged in. This is the
path we're taking - I'm envisaging a trade in "really good AI scripts"
somewhere down the line.
In some ways this increases the problems with advancement by practice, etc
- really encourages scripting killing the bunnies to gain xp, that sort of
thing - but in other ways, it might actually decrease it - _everyone_ will
be scripted while they're logged out, so it kinda evens the playing field.
Anyone got any theories on what wins out?
KevinL
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<li><strong><A NAME="00151" HREF="msg00151.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>
<ul compact><li><em>From:</em> Matthew Mihaly <the_logos#achaea,com></li></ul>
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<LI><STRONG><A NAME="00145" HREF="msg00145.html">Re: [MUD-Dev] Re: Family, was characters per account</A></STRONG>
<UL><LI><EM>From:</EM> Paul Schwanz - Enterprise Services <Paul.Schwanz#east,sun.com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00150" HREF="msg00150.html">Re: [MUD-Dev] Simulating Ancient Greece WAS: Same-Sex Marriage</A></strong>,
Jon Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Tue 11 Apr 2000, 05:25 GMT
<UL>
<LI><strong><A NAME="00152" HREF="msg00152.html">Re: [MUD-Dev] Simulating Ancient Greece WAS: Same-Sex Marriage</A></strong>,
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Tue 11 Apr 2000, 06:10 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00140" HREF="msg00140.html">[MUD-Dev] Re: Family, was characters per account</A></strong>,
Daniel James <a href="mailto:dan#sensei,co.uk">dan#sensei,co.uk</a>, Mon 10 Apr 2000, 23:36 GMT
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00145" HREF="msg00145.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>,
Paul Schwanz - Enterprise Services <a href="mailto:Paul.Schwanz#east,sun.com">Paul.Schwanz#east,sun.com</a>, Tue 11 Apr 2000, 04:12 GMT
<UL>
<LI><strong><A NAME="00148" HREF="msg00148.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>,
Kevin Littlejohn <a href="mailto:darius#connect,com.au">darius#connect,com.au</a>, Tue 11 Apr 2000, 05:08 GMT
<UL>
<LI><strong><A NAME="00151" HREF="msg00151.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>,
Matthew Mihaly <a href="mailto:the_logos#achaea,com">the_logos#achaea,com</a>, Tue 11 Apr 2000, 06:06 GMT
</LI>
</UL>
</LI>
</UL>
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</UL>
</LI>
<LI><strong><A NAME="00137" HREF="msg00137.html">RE: [MUD-Dev] Player controller justice systems</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 10 Apr 2000, 23:12 GMT
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00143" HREF="msg00143.html">Re: [MUD-Dev] Player controller justice systems</A></strong>,
Travis Nixon <a href="mailto:tnixon#avalanchesoftware,com">tnixon#avalanchesoftware,com</a>, Tue 11 Apr 2000, 02:05 GMT
<UL>
<LI><strong><A NAME="00144" HREF="msg00144.html">Re: [MUD-Dev] Player controller justice systems</A></strong>,
Erik Jarvi <a href="mailto:ejarvi#megsinet,net">ejarvi#megsinet,net</a>, Tue 11 Apr 2000, 04:12 GMT
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