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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>: Wed, 12 Apr 2000 07:45:18 +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>
>>> Phillip Lenhardt wrote
> > Be careful about this. You risk making success depend too much on
> > programming skills. You could make the scripting language very simple, but
> > then it lacks power, and there is likely to be a lot more of the golden
> > path (in which case you may as well not bother having htem script the
> > golden path...just have their characters do it automatically).
>
> But suppose that every script a player writes is available to everyone
> else (which obviously precludes the "script trade" economy). Then having a
> "killer script" is at best a momentary advantage.
I've been thinking more about this too. Suppose you move the flags, game-wise
(tieing in to another thread somewhat here). If the game provides for the
ability to script your character's interaction with the world, in pretty
much any way you like - well, maybe there's a niche for people who want to
try out funky ideas for AIish scripts, in a sealed moderately predictable
environment.
(side-note: I'd actually like to be able to instantiate Moebius as a
purely community engine - give people the scripting, and moderate security,
and ala the MOO's allow them to do what they like - specifying that the
common theme is OO programming. Being able to hack up examples of various
OO structures and assign them "real-world" shapes (so they can be picked up
and studied) seems a neat tool to me. Don't know whether it's feasible or
not, but it's an interesting idea... Could potentially be handy for trying
out a new AI idea, too.)
KevinL
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<LI><STRONG><A NAME="00164" HREF="msg00164.html">Re: [MUD-Dev] Re: Family, was characters per account</A></STRONG>
<UL><LI><EM>From:</EM> Phillip Lenhardt <philen#ans,net></LI></UL></LI>
<LI><STRONG><A NAME="00148" HREF="msg00148.html">Re: [MUD-Dev] Re: Family, was characters per account</A></STRONG>
<UL><LI><EM>From:</EM> Kevin Littlejohn <darius#connect,com.au></LI></UL></LI>
<LI><STRONG><A NAME="00151" HREF="msg00151.html">Re: [MUD-Dev] Re: Family, was characters per account</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly <the_logos#achaea,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Re: Family, was characters per account</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00180" HREF="msg00180.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, 21:25 GMT
<UL>
<LI><strong><A NAME="00183" HREF="msg00183.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, 21:51 GMT
</LI>
<LI><strong><A NAME="00185" HREF="msg00185.html">[MUD-Dev] Re: Family, was characters per account</A></strong>,
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Tue 11 Apr 2000, 22:06 GMT
<UL>
<LI><strong><A NAME="00188" HREF="msg00188.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>, Wed 12 Apr 2000, 01:09 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00182" HREF="msg00182.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, 21:51 GMT
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00195" HREF="msg00195.html">Re: [MUD-Dev] Re: Family, was characters per account</A></strong>,
Jeff Freeman <a href="mailto:SkeptAck#antisocial,com">SkeptAck#antisocial,com</a>, Wed 12 Apr 2000, 04:03 GMT
</LI>
</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
</LI>
</UL>
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</LI>
</UL></BLOCKQUOTE>
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